새 전투 엔진 중간 반영
This commit is contained in:
+111
-41
@@ -38,73 +38,132 @@ function processWar_NG(
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$logger->pushGeneralActionLog("<G><b>{$city->name}</b></>{$josaRo} <M>진격</>합니다. <1>$date</>");
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$logger->pushGeneralActionLog("<G><b>{$city->name}</b></>{$josaRo} <M>진격</>합니다. <1>$date</>");
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for($currPhase = 0; $currPhase <= $maxPhase; $currPhase+=1){
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for($currPhase = 0; $currPhase <= $maxPhase; $currPhase+=1){
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if($defender !== null && $defender->getPhase() == 0){
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if($defender === null){
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$defender = $city;
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if($rawDefenderNation['rice'] <= 0){
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$conquerCity = true;
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break;
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}
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}
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if($defender->getPhase() == 0){
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$defender->setPrePhase($currPhase);
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$defender->setPrePhase($currPhase);
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$attacker->addTrain(1);
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$attacker->addTrain(1);
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$defender->addTrain(1);
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$defender->addTrain(1);
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$josaWa = JosaUtil::pick($attacker->getCrewType()->name, '와');
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if($defender instanceof WarUnitGeneral){
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$josaYi = JosaUtil::pick($defender->getCrewType()->name, '이');
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$josaWa = JosaUtil::pick($attacker->getCrewType()->name, '와');
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$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaWa} <Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 대결합니다.");
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$josaYi = JosaUtil::pick($defender->getCrewType()->name, '이');
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$josaUl = JosaUtil::pick($defender->getCrewType()->name, '을');
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$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaWa} <Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 대결합니다.");
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$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
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$josaUl = JosaUtil::pick($defender->getCrewType()->name, '을');
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$attacker->getLogger()->pushGeneralActionLog("{$attacker->getCrewType()->name}{$josaRo} <Y>{$defender->name}</>의 {$defender->getCrewType()->name}{$josaUl} <M>공격</>합니다.");
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$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
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$defender->getLogger()->pushGeneralActionLog("{$defender->getCrewType()->name}{$josaRo} <Y>{$attacker->name}</>의 {$attacker->getCrewType()->name}{$josaUl} <M>수비</>합니다.");
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$attacker->getLogger()->pushGeneralActionLog("{$attacker->getCrewType()->name}{$josaRo} <Y>{$defender->name}</>의 {$defender->getCrewType()->name}{$josaUl} <M>공격</>합니다.");
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$defender->getLogger()->pushGeneralActionLog("{$defender->getCrewType()->name}{$josaRo} <Y>{$attacker->name}</>의 {$attacker->getCrewType()->name}{$josaUl} <M>수비</>합니다.");
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}
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else{
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$josaYi = JosaUtil::pick($attacker->getName(), '이');
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$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
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$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>{$josaYi} {$attacker->getCrewType()->name}{$josaRo} 성벽을 공격합니다.");
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$logger->pushGeneralActionLog("<C>●</>{$generalCrewType->name}{$josaRo} 성벽을 <M>공격</>합니다.", ActionLogger::PLAIN);
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}
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$defender->useBattleInitItem();
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$defender->useBattleInitItem();
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$attacker->setOppose($defender);
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$attacker->setOppose($defender);
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$defender->setOppose($attacker);
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$defender->setOppose($attacker);
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$attacker->useActiveItem();
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$attacker->checkBattleBeginSkill();
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$defender->useActiveItem();
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$defender->checkBattleBeginSkill();
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//TODO: 수극 류 아이템 사용
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}
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else if($defender === null && $rawDefenderNation['rice'] > 0){
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$defender = $city;
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$defender->setPrePhase($currPhase);
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$josaYi = JosaUtil::pick($attacker->getName(), '이');
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$attacker->checkBattleBeginItem();
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$josaRo = JosaUtil::pick($attacker->getCrewType()->name, '로');
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$defender->checkBattleBeginItem();
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$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>{$josaYi} {$attacker->getCrewType()->name}{$josaRo} 성벽을 공격합니다.");
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$logger->pushGeneralActionLog("<C>●</>{$generalCrewType->name}{$josaRo} 성벽을 <M>공격</>합니다.", ActionLogger::PLAIN);
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$defender->useBattleInitItem();
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$attacker->applyBattleBeginSkillAndItem();
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$defender->applyBattleBeginSkillAndItem();
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$attacker->setOppose($defender);
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$defender->setOppose($attacker);
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}
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else if($defender === null){
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$defender = $city;
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$conquerCity = true;
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//TODO: 병량 패퇴를 여기에 넣어야 하는가?
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break;
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}
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}
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$attacker->computeWarPower();
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$attacker->computeWarPower();
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$defender->computeWarPower();
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$defender->computeWarPower();
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$attacker->checkActiveSkill();
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//TODO: 1합씩 공격(마법도 여기에서)
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$defender->checkActiveSkill();
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//TODO: 쌀 소모 반영
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$attacker->checkActiveItem();
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$defender->checkActiveItem();
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$attacker->applyActiveSkillAndItem();
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$defender->applyActiveSkillAndItem();
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$killedDefender = $attacker->tryAttackInPhase();
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$killedAttacker = $defender->tryAttackInPhase();
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//NOTE: 쌀 소모는 tryAttackInPhase 내에서 반영
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$attackerHP = $attacker->getHP();
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$defenderHP = $defender->getHP();
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if($killedAttacker > $attackerHP || $killedDefender > $defenderHP){
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$killedAttackerRatio = $attackerHP / $killedAttacker;
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$killedDefenderRatio = $defenderHP / $killedDefender;
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if($killedDefenderRatio < $killedAttackerRatio){
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//수비자가 더 병력 부족
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$killedAttacker *= $killedDefenderRatio;
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$killedDefender = $defenderHP;
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break;
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}
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else{
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//공격자가 더 병력 부족
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$killedDefender *= $killedAttackerRatio;
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$killedAttacker = $attackerHP;
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break;
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}
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}
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//TODO: 전투 로그 기록(여기서??)
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//TODO: 전투 로그 기록(여기서??)
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$attacker->decreaseHP(ceil($killedAttacker));
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$defender->decreaseHP(ceil($killedDefender));
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$attacker->addPhase();
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$attacker->addPhase();
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if($defender->continueWar($noRice)){
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$defender->addPhase();
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$defender->addPhase();
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//TODO: 기술로그 반영등은 이전 코드와 달리 동적으로 매 페이즈마다 추가 계산
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if(!$attacker->continueWar($noRice)){
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//TODO: 퇴각해야함
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$attacker->addLose();
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$defender->addWin();
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$attacker->tryWound();
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$defender->tryWound();
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$josaYi = JosaUtil::pick($attacker->getCrewType()->name, '이');
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$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaYi} 퇴각했습니다.");
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$attacker->getLogger()->pushGeneralActionLog("퇴각했습니다.", ActionLogger::PLAIN);
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$defender->getLogger()->pushGeneralActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewType()->name}{$josaYi} 퇴각했습니다.", ActionLogger::PLAIN);
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break;
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}
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}
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else{
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if(!$defender->continueWar($noRice)){
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$attacker->addWin();
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$defender->addLose();
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$attacker->tryWound();
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$defender->tryWound();
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if($defender === $city){
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if($defender === $city){
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$conquerCity = true;
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$conquerCity = true;
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break;
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break;
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}
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}
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$josaYi = JosaUtil::pick($defender->getCrewType()->name, '이');
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$josaYi = JosaUtil::pick($defender->getCrewType()->name, '이');
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$logger->pushGeneralActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 퇴각했습니다.");
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$logger->pushGlobalActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 퇴각했습니다.");
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$attacker->getLogger()->pushGeneralActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewType()->name}{$josaYi} 퇴각했습니다.", ActionLogger::PLAIN);
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$defender->getLogger()->pushGeneralActionLog("퇴각했습니다.", ActionLogger::PLAIN);
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$defender = ($getNextDefender)($defender);
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$defender = ($getNextDefender)($defender);
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if($defender === null){
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if($defender === null){
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@@ -112,22 +171,33 @@ function processWar_NG(
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}
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}
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if(!($defender instanceof WarUnitGeneral)){
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if(!($defender instanceof WarUnitGeneral)){
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throw new \RuntimeException('다음 수비자를 받아오는데 실패');
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throw new \RuntimeException('다음 수비자를 받아오는데 실패');
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}
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}
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}
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}
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}
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}
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//TODO: 전투 종료
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//TODO: 전투 종료
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if($conquerCity){
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if (!$conquerCity) {
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//TODO: 도시 정복 처리
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}
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$conquerNation = false;
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//TODO: 도시 정복 처리
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//TODO: 패퇴면 메시지 별도
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if($rawDefenderNation['rice'] <= 0){
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}
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}
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//TODO: 공격자 경험치? (여기서?)
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//TODO: 공격자 경험치? (여기서?)
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//TODO: DB 처리를 위한 반영
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//TODO: DB 처리를 위한 반영
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if(!$conquerNation){
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}
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//TODO:국가 정복 처리
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}
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}
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+67
-8
@@ -22,6 +22,7 @@ class WarUnit{
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protected $oppose;
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protected $oppose;
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protected $warPower;
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protected $warPower;
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protected $warPowerMultiply = 1.0;
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private function __construct(){
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private function __construct(){
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}
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}
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@@ -46,7 +47,7 @@ class WarUnit{
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return 'EMPTY';
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return 'EMPTY';
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}
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}
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function getCrewType():GameUnitConst{
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function getCrewType():GameUnitDetail{
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return $this->crewType;
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return $this->crewType;
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}
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}
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@@ -67,7 +68,7 @@ class WarUnit{
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}
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}
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function getMaxPhase():int{
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function getMaxPhase():int{
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return 1;
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return $this->getCrewType()->speed;
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}
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}
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function setPrePhase(int $phase){
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function setPrePhase(int $phase){
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@@ -83,6 +84,22 @@ class WarUnit{
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}
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}
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function getWarPower(){
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return $this->warPower * $this->warPowerMultiply;
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}
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function getRawWarPower(){
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return $this->warPower;
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}
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function getWarPowerMultiply(){
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return $this->warPowerMultiply;
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}
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function setWarPowerMultiply($multiply = 1.0){
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$this->warPowerMultiply = $multiply;
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}
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function computeWarPower(){
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function computeWarPower(){
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$oppose = $this->oppose;
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$oppose = $this->oppose;
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@@ -90,6 +107,8 @@ class WarUnit{
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$opDef = $oppose->getCrewType()->getComputedDefence($oppose->getRaw(), $oppose->getRawNation()['tech']);
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$opDef = $oppose->getCrewType()->getComputedDefence($oppose->getRaw(), $oppose->getRawNation()['tech']);
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// 감소할 병사 수
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// 감소할 병사 수
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$warPower = GameConst::$armperphase + $myAtt - $opDef;
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$warPower = GameConst::$armperphase + $myAtt - $opDef;
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$opposeWarPowerMultiply = 1.0;
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if($warPower <= 0){
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if($warPower <= 0){
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//FIXME: 0으로 잡을때 90~100이면, 1은 너무 억울하지 않나?
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//FIXME: 0으로 잡을때 90~100이면, 1은 너무 억울하지 않나?
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$warPower = rand(90, 100);
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$warPower = rand(90, 100);
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@@ -110,14 +129,14 @@ class WarUnit{
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$genDexAtt = getGenDex($this->getRaw(), $this->getCrewType()->id);
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$genDexAtt = getGenDex($this->getRaw(), $this->getCrewType()->id);
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$oppDexDef = getGenDex($oppose->getRaw(), $this->getCrewType()->id);
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$oppDexDef = getGenDex($oppose->getRaw(), $this->getCrewType()->id);
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$warPower *= getDexLog($genDexAtt, $oppDexDef);
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$warPower *= getDexLog($genDexAtt, $oppDexDef);
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$warPower *= $this->getCrewType()->getAttackCoef($oppose->getCrewType());
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$warPower *= $this->getCrewType()->getAttackCoef($oppose->getCrewType());
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//FIXME : 이대로면 서로의 '공격력'만 반영됨 getDefenceCoef는 어따씀?
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$opposeWarPowerMultiply *= $this->getCrewType()->getDefenceCoef($oppose->getCrewType());
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//TODO:관직 보정 (상속받은 쪽에서..?)
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//TODO:레벨 보정 (상속받은 쪽에서..?)
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//TODO:특기 보정 (상속받은 쪽에서..?)
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$this->warPower = $warPower;
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$this->warPower = $warPower;
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return $warPower;
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$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
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return [$warPower, $opposeWarPowerMultiply];
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}
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}
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function addTrain(int $train){
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function addTrain(int $train){
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@@ -138,6 +157,14 @@ class WarUnit{
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return 100;
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return 100;
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}
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}
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function addWin(){
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//TODO: 1승 로그 추가
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}
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function addLose(){
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//TODO: 1패 로그 추가
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}
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function getCharacter(){
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function getCharacter(){
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//TODO: 나머지에 구현
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//TODO: 나머지에 구현
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return 0;
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return 0;
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@@ -147,14 +174,46 @@ class WarUnit{
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return false;
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return false;
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}
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}
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function useActiveItem():bool{
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function checkBattleBeginSkill():bool{
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return false;
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return false;
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}
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}
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function checkBattleBeginItem():bool{
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return false;
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}
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function applyBattleBeginSkillAndItem(){
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return false;
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}
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function checkActiveSkill():bool{
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return false;
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}
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function checkActiveItem():bool{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
function applyActiveSkillAndItem():bool{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
function getHP():int{
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
function decreaseHP(int $damage):int{
|
function decreaseHP(int $damage):int{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function tryAttackInPhase():int{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
function tryWound():bool{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
function continueWar(&$noRice):bool{
|
function continueWar(&$noRice):bool{
|
||||||
//전투가 가능하면 true
|
//전투가 가능하면 true
|
||||||
$noRice = false;
|
$noRice = false;
|
||||||
|
|||||||
@@ -40,88 +40,6 @@ class WarUnitCity extends WarUnit{
|
|||||||
return $this->raw['name'];
|
return $this->raw['name'];
|
||||||
}
|
}
|
||||||
|
|
||||||
function getCrewType():GameUnitConst{
|
|
||||||
return $this->crewType;
|
|
||||||
}
|
|
||||||
|
|
||||||
function getLogger():ActionLogger{
|
|
||||||
return $this->logger;
|
|
||||||
}
|
|
||||||
|
|
||||||
function getSpecialDomestic():int{
|
|
||||||
return $this->raw['special'];
|
|
||||||
}
|
|
||||||
|
|
||||||
function getSpecialWar():int{
|
|
||||||
return $this->raw['special2'];
|
|
||||||
}
|
|
||||||
|
|
||||||
function getItem():int{
|
|
||||||
return $this->raw['item'];
|
|
||||||
}
|
|
||||||
|
|
||||||
function getMaxPhase():int{
|
|
||||||
$phase = $this->getCrewType()->speed;
|
|
||||||
if($this->getSpecialWar() == 60){
|
|
||||||
$phase += 1;
|
|
||||||
}
|
|
||||||
return $phase;
|
|
||||||
}
|
|
||||||
|
|
||||||
function useBattleInitItem():bool{
|
|
||||||
$item = $this->getItem();
|
|
||||||
|
|
||||||
if($item == 0){
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
$itemActivated = false;
|
|
||||||
$itemConsumed = false;
|
|
||||||
$itemName = getItemName($item);
|
|
||||||
|
|
||||||
if($item == 3){
|
|
||||||
//탁주 사용
|
|
||||||
$this->genAtmos += 3;
|
|
||||||
$itemActivated = true;
|
|
||||||
$itemConsumed = true;
|
|
||||||
}
|
|
||||||
else if($item >= 14 && $item <= 16){
|
|
||||||
//의적주, 두강주, 보령압주 사용
|
|
||||||
$this->genAtmos += 5;
|
|
||||||
$itemActivated = true;
|
|
||||||
}
|
|
||||||
else if($item >= 19 && $item <= 20){
|
|
||||||
//춘화첩, 초선화 사용
|
|
||||||
$this->genAtmos += 7;
|
|
||||||
$itemActivated = true;
|
|
||||||
}
|
|
||||||
else if($item == 4){
|
|
||||||
//청주 사용
|
|
||||||
$this->genTrain += 3;
|
|
||||||
$itemActivated = true;
|
|
||||||
$itemConsumed = true;
|
|
||||||
}
|
|
||||||
else if($item >= 12 && $item <= 13){
|
|
||||||
//과실주, 이강주 사용
|
|
||||||
$this->genTrain += 5;
|
|
||||||
$itemActivated = true;
|
|
||||||
}
|
|
||||||
else if($item >= 18 && $item <= 18){
|
|
||||||
//철벽서, 단결도 사용
|
|
||||||
$this->genTrain += 7;
|
|
||||||
$itemActivated = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if($itemConsumed){
|
|
||||||
$this->raw['item'] = 0;
|
|
||||||
$this->updatedVar['item'] = true;
|
|
||||||
$josaUl = JosaUtil::pick($itemName, '을');
|
|
||||||
$this->getLogger()->generalActionLog("<C>●</><C>{$itemName}</>{$josaUl} 사용!");
|
|
||||||
}
|
|
||||||
|
|
||||||
return $itemActivated;
|
|
||||||
}
|
|
||||||
|
|
||||||
function continueWar(&$noRice):bool{
|
function continueWar(&$noRice):bool{
|
||||||
//전투가 가능하면 true
|
//전투가 가능하면 true
|
||||||
$noRice = false;
|
$noRice = false;
|
||||||
|
|||||||
@@ -20,6 +20,8 @@ class WarUnitGeneral extends WarUnit{
|
|||||||
protected $genAtmosBonus = 0;
|
protected $genAtmosBonus = 0;
|
||||||
protected $genTrainBonus = 0;
|
protected $genTrainBonus = 0;
|
||||||
|
|
||||||
|
protected $sniped = false;
|
||||||
|
|
||||||
|
|
||||||
function __construct($raw, $rawCity, $rawNation, $isAttacker, $year, $month){
|
function __construct($raw, $rawCity, $rawNation, $isAttacker, $year, $month){
|
||||||
setLeadershipBonus($raw, $rawNation['level']);
|
setLeadershipBonus($raw, $rawNation['level']);
|
||||||
@@ -60,14 +62,6 @@ class WarUnitGeneral extends WarUnit{
|
|||||||
return $this->raw['name'];
|
return $this->raw['name'];
|
||||||
}
|
}
|
||||||
|
|
||||||
function getCrewType():GameUnitDetail{
|
|
||||||
return $this->crewType;
|
|
||||||
}
|
|
||||||
|
|
||||||
function getLogger():ActionLogger{
|
|
||||||
return $this->logger;
|
|
||||||
}
|
|
||||||
|
|
||||||
function getSpecialDomestic():int{
|
function getSpecialDomestic():int{
|
||||||
return $this->raw['special'];
|
return $this->raw['special'];
|
||||||
}
|
}
|
||||||
@@ -98,7 +92,85 @@ class WarUnitGeneral extends WarUnit{
|
|||||||
$this->updatedVar['atmos'] = true;
|
$this->updatedVar['atmos'] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected function getWarPowerMultiplyBySpecialWar():array{
|
||||||
|
//TODO: 장기적으로 if문이 아니라 객체를 이용하여 처리해야함
|
||||||
|
$myWarPowerMultiply = 1.0;
|
||||||
|
$opposeWarPowerMultiply = 1.0;
|
||||||
|
|
||||||
|
$specialWar = $this->getSpecialWar();
|
||||||
|
|
||||||
|
if($specialWar == 52){
|
||||||
|
$myWarPowerMultiply *= 1.20;
|
||||||
|
}
|
||||||
|
else if($specialWar == 60){
|
||||||
|
$myWarPowerMultiply *= 1.10;
|
||||||
|
}
|
||||||
|
else if($specialWar == 61){
|
||||||
|
$myWarPowerMultiply *= 1.10;
|
||||||
|
}
|
||||||
|
else if($specialWar == 50){
|
||||||
|
$opposeWarPowerMultiply *= 0.9;
|
||||||
|
}
|
||||||
|
else if($specialWar == 62){
|
||||||
|
$opposeWarPowerMultiply *= 0.9;
|
||||||
|
}
|
||||||
|
else if($specialWar == 75){
|
||||||
|
$opposeCrewType = $this->oppose->getCrewType();
|
||||||
|
if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
|
||||||
|
$myWarPowerMultiply *= 1.1;
|
||||||
|
$opposeWarPowerMultiply *= 0.9;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return [$myWarPowerMultiply, $opposeWarPowerMultiply];
|
||||||
|
}
|
||||||
|
|
||||||
|
function computeWarPower(){
|
||||||
|
[$warPower,$opposeWarPowerMultiply] = parent::computeWarPower();
|
||||||
|
|
||||||
|
$genLevel = $this->raw['level'];
|
||||||
|
|
||||||
|
if($this->isAttacker){
|
||||||
|
if($genLevel == 12){
|
||||||
|
$warPower *= 1.10;
|
||||||
|
}
|
||||||
|
else if($genLevel == 11 | $genLevel == 10 || $genLevel == 8 || $genLevel == 6){
|
||||||
|
$warPower *= 1.05;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if($genLevel == 12){
|
||||||
|
$opposeWarPowerMultiply *= 0.90;
|
||||||
|
}
|
||||||
|
else if($genLevel == 11 || $genLevel == 9 || $genLevel == 7 || $genLevel == 5){
|
||||||
|
$opposeWarPowerMultiply *= 0.95;
|
||||||
|
}
|
||||||
|
else if($genLevel == 4 && $this->raw['no'] == $this->rawCity['gen1']){
|
||||||
|
$opposeWarPowerMultiply *= 0.95;
|
||||||
|
}
|
||||||
|
else if($genLevel == 3 && $this->raw['no'] == $this->rawCity['gen2']){
|
||||||
|
$opposeWarPowerMultiply *= 0.95;
|
||||||
|
}
|
||||||
|
else if($genLevel == 2 && $this->raw['no'] == $this->rawCity['gen3']){
|
||||||
|
$opposeWarPowerMultiply *= 0.95;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
$expLevel = $this->raw['explevel'];
|
||||||
|
$warPower /= max(0.01, 1 - $expLevel / 300);
|
||||||
|
$opposeWarPowerMultiply *= max(0.01, 1 - $expLevel / 300);
|
||||||
|
|
||||||
|
[$specialMyWarPowerMultiply, $specialOpposeWarPowerMultiply] = $this->getWarPowerMultiplyBySpecialWar();
|
||||||
|
$warPower *= $specialMyWarPowerMultiply;
|
||||||
|
$opposeWarPowerMultiply *= $specialOpposeWarPowerMultiply;
|
||||||
|
|
||||||
|
$this->warPower = $warPower;
|
||||||
|
$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
|
||||||
|
return [$warPower,$opposeWarPowerMultiply];
|
||||||
|
}
|
||||||
|
|
||||||
|
///전투 개시 시에 작동하여 1회에만 작동하는 아이템
|
||||||
function useBattleInitItem():bool{
|
function useBattleInitItem():bool{
|
||||||
$item = $this->getItem();
|
$item = $this->getItem();
|
||||||
|
|
||||||
@@ -147,12 +219,74 @@ class WarUnitGeneral extends WarUnit{
|
|||||||
$this->raw['item'] = 0;
|
$this->raw['item'] = 0;
|
||||||
$this->updatedVar['item'] = true;
|
$this->updatedVar['item'] = true;
|
||||||
$josaUl = JosaUtil::pick($itemName, '을');
|
$josaUl = JosaUtil::pick($itemName, '을');
|
||||||
$this->getLogger()->generalActionLog("<C>●</><C>{$itemName}</>{$josaUl} 사용!");
|
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
|
||||||
}
|
}
|
||||||
|
|
||||||
return $itemActivated;
|
return $itemActivated;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
///전투 개시 시에 작동하여 매 장수마다 작동하는 스킬
|
||||||
|
function checkBattleBeginSkill():bool{
|
||||||
|
$skillResult = false;
|
||||||
|
if (!$this->sniped && $this->oppose instanceof WarUnitGeneral) {
|
||||||
|
if($this->raw['special2'] == 70 && Util::randBool(1/3)){
|
||||||
|
$snipe = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if($snipe){
|
||||||
|
$this->sniped = true;
|
||||||
|
$skillResult = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return $skillResult;
|
||||||
|
}
|
||||||
|
|
||||||
|
///전투 개시 시에 작동하여 매 장수마다 작동하는 아이템
|
||||||
|
function checkBattleBeginItem():bool{
|
||||||
|
$item = $this->getItem();
|
||||||
|
if(!$item){
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
$itemActivated = false;
|
||||||
|
$itemConsumed = false;
|
||||||
|
$itemName = getItemName($item);
|
||||||
|
|
||||||
|
if($item == 2){
|
||||||
|
if(!$this->sniped && $this->oppose instanceof WarUnitGeneral && Util::randBool(1/5)){
|
||||||
|
$itemActivated = true;
|
||||||
|
$itemConsumed = true;
|
||||||
|
$this->sniped = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if($itemConsumed){
|
||||||
|
$this->raw['item'] = 0;
|
||||||
|
$this->updatedVar['item'] = true;
|
||||||
|
$josaUl = JosaUtil::pick($itemName, '을');
|
||||||
|
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
|
||||||
|
}
|
||||||
|
|
||||||
|
return $itemActivated;
|
||||||
|
}
|
||||||
|
|
||||||
|
function tryWound():bool{
|
||||||
|
if(Util::randBool(0.95)){
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
$wound = max(80, $this->raw['injury'] + rand(10, 80));
|
||||||
|
if($wound < $this->raw['injury']){
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
$this->raw['injury'] = $wound;
|
||||||
|
$this->updatedVar['injury'] = true;
|
||||||
|
$this->getLogger()->pushGeneralActionLog("전투중 <R>부상</>당했다!", ActionLogger::PLAIN);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
function continueWar(&$noRice):bool{
|
function continueWar(&$noRice):bool{
|
||||||
if($this->raw['crew'] <= 0){
|
if($this->raw['crew'] <= 0){
|
||||||
$noRice = false;
|
$noRice = false;
|
||||||
|
|||||||
Reference in New Issue
Block a user