feat: '선제 페이즈' 도입
- 일종의 '음수' 페이즈 - 先 표기 - 수비자 기준 - 내부의 currPhase가 변할 수 있도록 로직 변경
This commit is contained in:
+14
-7
@@ -231,7 +231,7 @@ function processWar_NG(
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$logger->pushGlobalActionLog("<D><b>{$attacker->getNationVar('name')}</b></>의 <Y>{$attacker->getName()}</>{$josaYi} <G><b>{$city->getName()}</b></>{$josaRo} 진격합니다.");
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$logger->pushGeneralActionLog("<G><b>{$city->getName()}</b></>{$josaRo} <M>진격</>합니다. <1>$date</>");
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for ($currPhase = 0; $currPhase < $attacker->getMaxPhase(); $currPhase += 1) {
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while($attacker->getPhase() < $attacker->getMaxPhase()){
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if ($defender === null) {
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$defender = $city;
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@@ -257,7 +257,7 @@ function processWar_NG(
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}
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if ($defender->getPhase() == 0) {
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$defender->setPrePhase($currPhase);
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$defender->setPrePhase($attacker->getPhase());
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$attacker->addTrain(1);
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$defender->addTrain(1);
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@@ -347,15 +347,22 @@ function processWar_NG(
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$attacker->increaseKilled($deadDefender);
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$defender->increaseKilled($deadAttacker);
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$phaseNickname = $currPhase + 1;
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if($defender->getPhase() < 0){
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$phaseNickname = '先';
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}
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else{
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$currPhase = $attacker->getPhase() + 1;
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$phaseNickname = "{$currPhase} ";
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}
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if ($deadAttacker > 0 || $deadDefender > 0) {
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$attacker->getLogger()->pushGeneralBattleDetailLog(
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"$phaseNickname : <Y1>【{$attacker->getName()}】</> <C>{$attacker->getHP()} (-$deadAttacker)</> VS <C>{$defender->getHP()} (-$deadDefender)</> <Y1>【{$defender->getName()}】</>"
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"$phaseNickname: <Y1>【{$attacker->getName()}】</> <C>{$attacker->getHP()} (-$deadAttacker)</> VS <C>{$defender->getHP()} (-$deadDefender)</> <Y1>【{$defender->getName()}】</>"
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);
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$defender->getLogger()->pushGeneralBattleDetailLog(
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"$phaseNickname : <Y1>【{$defender->getName()}】</> <C>{$defender->getHP()} (-$deadDefender)</> VS <C>{$attacker->getHP()} (-$deadAttacker)</> <Y1>【{$attacker->getName()}】</>"
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"$phaseNickname: <Y1>【{$defender->getName()}】</> <C>{$defender->getHP()} (-$deadDefender)</> VS <C>{$attacker->getHP()} (-$deadAttacker)</> <Y1>【{$attacker->getName()}】</>"
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);
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}
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@@ -414,7 +421,7 @@ function processWar_NG(
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$defender->getLogger()->pushGeneralActionLog("전멸했습니다.", ActionLogger::PLAIN);
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}
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if ($currPhase + 1 == $attacker->getMaxPhase()) {
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if ($attacker->getPhase() == $attacker->getMaxPhase()) {
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break;
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}
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@@ -427,7 +434,7 @@ function processWar_NG(
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}
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}
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if ($currPhase == $attacker->getMaxPhase()) {
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if ($attacker->getPhase() == $attacker->getMaxPhase()) {
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//마지막 페이즈의 전투 마무리
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$attacker->logBattleResult();
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$defender->logBattleResult();
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+157
-88
@@ -1,7 +1,9 @@
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<?php
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namespace sammo;
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class WarUnit{
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class WarUnit
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{
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protected $general;
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protected $rawNation;
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@@ -31,32 +33,39 @@ class WarUnit{
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protected $logActivatedSkill = [];
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protected $isFinished = false;
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private function __construct(General $general){
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private function __construct(General $general)
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{
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$this->general = $general;
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}
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/* XXX:Dirty wrapper */
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function getRaw():array{
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function getRaw(): array
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{
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return $this->general->getRaw();
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}
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function getVar(string $key){
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function getVar(string $key)
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{
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return $this->general->getVar($key);
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}
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function touchVar(string $key):bool{
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function touchVar(string $key): bool
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{
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return $this->general->touchVar($key);
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}
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function setVar(string $key, $value){
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function setVar(string $key, $value)
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{
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return $this->general->setVar($key, $value);
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}
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function updateVar(string $key, $value){
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function updateVar(string $key, $value)
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{
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return $this->general->updateVar($key, $value);
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}
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function updateVarWithLimit(string $key, $value, $min = null, $max = null){
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function updateVarWithLimit(string $key, $value, $min = null, $max = null)
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{
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return $this->general->updateVarWithLimit($key, $value, $min, $max);
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}
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@@ -65,7 +74,8 @@ class WarUnit{
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return $this->general->increaseVar($key, $value);
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}
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function increaseVarWithLimit(string $key, $value, $min = null, $max = null){
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function increaseVarWithLimit(string $key, $value, $min = null, $max = null)
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{
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return $this->general->increaseVarWithLimit($key, $value, $min, $max);
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}
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@@ -74,170 +84,203 @@ class WarUnit{
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return $this->general->multiplyVar($key, $value);
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}
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function multiplyVarWithLimit(string $key, $value, $min = null, $max = null){
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function multiplyVarWithLimit(string $key, $value, $min = null, $max = null)
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{
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return $this->general->multiplyVarWithLimit($key, $value, $min, $max);
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}
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function getUpdatedValues():array {
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function getUpdatedValues(): array
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{
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return $this->general->getUpdatedValues();
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}
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function flushUpdateValues():void {
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function flushUpdateValues(): void
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{
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$this->general->flushUpdateValues();
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}
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protected function clearActivatedSkill(){
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foreach($this->activatedSkill as $skillName=>$state){
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if(!$state){
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protected function clearActivatedSkill()
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{
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foreach ($this->activatedSkill as $skillName => $state) {
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if (!$state) {
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continue;
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}
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if(!key_exists($skillName, $this->logActivatedSkill)){
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if (!key_exists($skillName, $this->logActivatedSkill)) {
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$this->logActivatedSkill[$skillName] = 1;
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}
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else{
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} else {
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$this->logActivatedSkill[$skillName] += 1;
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}
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}
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$this->activatedSkill = [];
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}
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function getActivatedSkillLog():array{
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function getActivatedSkillLog(): array
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{
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return $this->logActivatedSkill;
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}
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function getRawNation():array{
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function getRawNation(): array
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{
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return $this->rawNation;
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}
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function getNationVar(string $key){
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function getNationVar(string $key)
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{
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return $this->rawNation[$key];
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}
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function getPhase():int{
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function getPhase(): int
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{
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return $this->currPhase;
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}
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function getRealPhase():int{
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function getRealPhase(): int
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{
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return $this->prePhase + $this->currPhase;
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}
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function getName():string{
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function getName(): string
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{
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return 'EMPTY';
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}
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function isAttacker():bool{
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function isAttacker(): bool
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{
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return $this->isAttacker;
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}
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function getCrewType():GameUnitDetail{
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function getCrewType(): GameUnitDetail
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{
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return $this->crewType;
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}
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function getCrewTypeName():string{
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function getCrewTypeName(): string
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{
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return $this->getCrewType()->name;
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}
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function getCrewTypeShortName():string{
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function getCrewTypeShortName(): string
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{
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return $this->getCrewType()->getShortName();
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}
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function getLogger():ActionLogger{
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function getLogger(): ActionLogger
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{
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$logger = $this->getGeneral()->getLogger();
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if($logger === null){
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if ($logger === null) {
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throw new \RuntimeException();
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}
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return $logger;
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}
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function getKilled():int{
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function getKilled(): int
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{
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return $this->killed;
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}
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function getDead():int{
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function getDead(): int
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{
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return $this->dead;
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}
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function getKilledCurrentBattle():int{
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function getKilledCurrentBattle(): int
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{
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return $this->killedCurr;
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}
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function getDeadCurrentBattle():int{
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function getDeadCurrentBattle(): int
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{
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return $this->deadCurr;
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}
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function getGeneral():General{
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function getGeneral(): General
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{
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return $this->general;
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}
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function getMaxPhase():int{
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function getMaxPhase(): int
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{
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$phase = $this->getCrewType()->speed;
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return $phase + $this->bonusPhase;
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}
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function setPrePhase(int $phase){
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function setPrePhase(int $phase)
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{
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$this->prePhase = $phase;
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}
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function addPhase(){
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$this->currPhase += 1;
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function addPhase(int $phase = 1)
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{
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$this->currPhase += $phase;
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}
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function addBonusPhase(int $cnt){
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function addBonusPhase(int $cnt)
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{
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$this->bonusPhase += $cnt;
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}
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function setOppose(?WarUnit $oppose){
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function setOppose(?WarUnit $oppose)
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{
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$this->oppose = $oppose;
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$this->killedCurr = 0;
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$this->deadCurr = 0;
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$this->clearActivatedSkill();
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}
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function getOppose():?WarUnit{
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function getOppose(): ?WarUnit
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{
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return $this->oppose;
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}
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function getWarPower(){
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function getWarPower()
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{
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return $this->warPower * $this->warPowerMultiply;
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}
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function getRawWarPower(){
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function getRawWarPower()
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{
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return $this->warPower;
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}
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function getWarPowerMultiply(){
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function getWarPowerMultiply()
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{
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return $this->warPowerMultiply;
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}
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function setWarPowerMultiply($multiply = 1.0){
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function setWarPowerMultiply($multiply = 1.0)
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{
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$this->warPowerMultiply = $multiply;
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}
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function multiplyWarPowerMultiply($multiply){
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function multiplyWarPowerMultiply($multiply)
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{
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$this->warPowerMultiply *= $multiply;
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}
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function getComputedAttack(){
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function getComputedAttack()
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{
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return $this->getCrewType()->getComputedAttack($this->general, $this->getNationVar('tech'));
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}
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function getComputedDefence(){
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function getComputedDefence()
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{
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return $this->getCrewType()->getComputedDefence($this->general, $this->getNationVar('tech'));
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}
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function computeWarPower(){
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function computeWarPower()
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{
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$oppose = $this->getOppose();
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$general = $this->general;
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$opposeGeneral = $oppose->getGeneral();
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$myAtt = $this->getComputedAttack();
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$opDef = $oppose->getComputedDefence();
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// 감소할 병사
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// 감소할 병사
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$warPower = GameConst::$armperphase + $myAtt - $opDef;
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$opposeWarPowerMultiply = 1.0;
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if($warPower < 100){
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if ($warPower < 100) {
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//최소 전투력 50 보장
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$warPower = max(0, $warPower);
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$warPower = ($warPower + 100) / 2;
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@@ -248,11 +291,11 @@ class WarUnit{
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$warPower /= $oppose->getComputedTrain();
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$genDexAtt = $this->getDex($this->getCrewType(), true);
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$oppDexDef = $oppose->getDex($this->getCrewType(), false);
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$warPower *= getDexLog($genDexAtt, $oppDexDef);
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$warPower *= $this->getCrewType()->getAttackCoef($oppose->getCrewType());
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$opposeWarPowerMultiply *= $this->getCrewType()->getDefenceCoef($oppose->getCrewType());
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@@ -262,117 +305,143 @@ class WarUnit{
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return [$warPower, $opposeWarPowerMultiply];
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}
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function addTrain(int $train){
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function addTrain(int $train)
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{
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return;
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}
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function addAtmos(int $atmos){
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function addAtmos(int $atmos)
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{
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return;
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}
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function addTrainBonus(int $trainBonus){
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function addTrainBonus(int $trainBonus)
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{
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$this->trainBonus += $trainBonus;
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}
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function addAtmosBonus(int $atmosBonus){
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function addAtmosBonus(int $atmosBonus)
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{
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$this->atmosBonus += $atmosBonus;
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}
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function getComputedTrain(){
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function getComputedTrain()
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{
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return GameConst::$maxTrainByCommand;
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}
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function getComputedAtmos(){
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function getComputedAtmos()
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{
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return GameConst::$maxAtmosByCommand;
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}
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function getComputedCriticalRatio():float{
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function getComputedCriticalRatio(): float
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{
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return $this->getCrewType()->getCriticalRatio($this->general);
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}
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function getComputedAvoidRatio():float{
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function getComputedAvoidRatio(): float
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{
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return $this->getCrewType()->avoid / 100;
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}
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function addWin(){
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function addWin()
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{
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}
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function addLose(){
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function addLose()
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{
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}
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function getDex(GameUnitDetail $crewType){
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function getDex(GameUnitDetail $crewType)
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{
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throw new NotInheritedMethodException();
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}
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function finishBattle(){
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function finishBattle()
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{
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throw new NotInheritedMethodException();
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}
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function beginPhase():void{
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function beginPhase(): void
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{
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$this->clearActivatedSkill();
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$this->computeWarPower();
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}
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function hasActivatedSkill(string $skillName):bool{
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return $this->activatedSkill[$skillName]??false;
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function hasActivatedSkill(string $skillName): bool
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{
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return $this->activatedSkill[$skillName] ?? false;
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}
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function hasActivatedSkillOnLog(string $skillName):int{
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return ($this->logActivatedSkill[$skillName]??0)+($this->hasActivatedSkill($skillName)?1:0);
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function hasActivatedSkillOnLog(string $skillName): int
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{
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return ($this->logActivatedSkill[$skillName] ?? 0) + ($this->hasActivatedSkill($skillName) ? 1 : 0);
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}
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function activateSkill(... $skillNames){
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foreach($skillNames as $skillName){
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function activateSkill(...$skillNames)
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{
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foreach ($skillNames as $skillName) {
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$this->activatedSkill[$skillName] = true;
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}
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}
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function deactivateSkill(... $skillNames){
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foreach($skillNames as $skillName){
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function deactivateSkill(...$skillNames)
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{
|
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foreach ($skillNames as $skillName) {
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$this->activatedSkill[$skillName] = false;
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}
|
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}
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function getHP():int{
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function getHP(): int
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||||
{
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throw new NotInheritedMethodException();
|
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}
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function decreaseHP(int $damage):int{
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function decreaseHP(int $damage): int
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||||
{
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$this->dead += $damage;
|
||||
throw new NotInheritedMethodException();
|
||||
}
|
||||
|
||||
function increaseKilled(int $damage):int{
|
||||
function increaseKilled(int $damage): int
|
||||
{
|
||||
$this->killed += $damage;
|
||||
throw new NotInheritedMethodException();
|
||||
}
|
||||
|
||||
function calcDamage():int{
|
||||
function calcDamage(): int
|
||||
{
|
||||
$warPower = $this->getWarPower();
|
||||
$warPower *= Util::randRange(0.9, 1.1);
|
||||
return Util::round($warPower);
|
||||
}
|
||||
|
||||
function tryWound():bool{
|
||||
function tryWound(): bool
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
function continueWar(&$noRice):bool{
|
||||
function continueWar(&$noRice): bool
|
||||
{
|
||||
//전투가 가능하면 true
|
||||
$noRice = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
function logBattleResult(){
|
||||
function logBattleResult()
|
||||
{
|
||||
$this->getLogger()->pushBattleResultTemplate($this, $this->getOppose());
|
||||
}
|
||||
|
||||
function criticalDamage():float{
|
||||
function criticalDamage(): float
|
||||
{
|
||||
//전특, 병종에 따라 필살 데미지가 달라질지도 모르므로 static 함수는 아닌 것으로
|
||||
return Util::randRange(1.3, 2.0);
|
||||
}
|
||||
|
||||
function applyDB(\MeekroDB $db):bool{
|
||||
function applyDB(\MeekroDB $db): bool
|
||||
{
|
||||
throw new MustNotBeReachedException('Must be WarUnitCity or WarUnitGeneral');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user