game,feat: 조달 효율 변경 trigger 추가, 조달 유니크 추가
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@@ -0,0 +1,22 @@
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<?php
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namespace sammo\ActionItem;
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use \sammo\iAction;
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use \sammo\General;
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use sammo\Util;
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class che_조달_주판 extends \sammo\BaseItem{
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protected $rawName = '주판';
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protected $name = '주판(조달)';
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protected $info = '[내정] 물자조달 성공 확률 +20%p, 물자조달 획득량 +100%p';
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protected $cost = 200;
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protected $consumable = false;
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public function onCalcStrategic(string $turnType, string $varType, $value){
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if($turnType === '조달'){
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if($varType == 'success') return $value + 0.2;
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if($varType == 'score') return $value * 2;
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}
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return $value;
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}
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}
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@@ -79,13 +79,20 @@ class che_물자조달 extends Command\GeneralCommand{
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$score *= getDomesticExpLevelBonus($general->getVar('explevel'));
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$score *= Util::randRange(0.8, 1.2);
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$successRatio = 0.1;
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$failRatio = 0.3;
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$successRatio = $general->onCalcDomestic('조달', 'success', $successRatio);
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$failRatio = $general->onCalcDomestic('조달', 'fail', $failRatio);
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$normalRatio = 1 - $failRatio - $successRatio;
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$pick = Util::choiceRandomUsingWeight([
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'fail'=>0.3,
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'success'=>0.1,
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'normal'=>0.6
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'fail'=>$failRatio,
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'success'=>$successRatio,
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'normal'=>$normalRatio
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]);
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$score *= CriticalScoreEx($pick);
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$score = $general->onCalcDomestic('조달', 'score', $score);
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$score = Util::round($score);
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$scoreText = number_format($score, 0);
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