game: NPC가 조금 더 상위병종을 시도할 확률을 높임
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@@ -27,7 +27,7 @@ class GameUnitDetail implements iAction{
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public function __construct(
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public function __construct(
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int $id,
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int $id,
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int $armType,
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int $armType,
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string $name,
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string $name,
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int $attack,
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int $attack,
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int $defence,
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int $defence,
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int $speed,
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int $speed,
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@@ -110,7 +110,7 @@ class GameUnitDetail implements iAction{
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}
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}
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else if($this->armType == GameUnitConst::T_MISC){
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else if($this->armType == GameUnitConst::T_MISC){
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$ratio = $general->getIntel(true, true, true) +
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$ratio = $general->getIntel(true, true, true) +
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$general->getLeadership(true, true, true) +
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$general->getLeadership(true, true, true) +
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$general->getStrength(true, true, true);
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$general->getStrength(true, true, true);
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$ratio = $ratio*2/3 - 40;
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$ratio = $ratio*2/3 - 40;
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}
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}
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@@ -174,7 +174,7 @@ class GameUnitDetail implements iAction{
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$defaultWar *= 1 + $this->speed / 2;
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$defaultWar *= 1 + $this->speed / 2;
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$defaultWar /= Util::valueFit(1 - $this->avoid / 100, 0.1);
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$defaultWar /= Util::valueFit(1 - $this->avoid / 100, 0.1);
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$defaultWar *= 1 + $this->magicCoef / 2;
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$defaultWar *= 1 + $this->magicCoef / 2;
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return sqrt($defaultWar);
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return $defaultWar;
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}
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}
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public function isValid($ownCities, $ownRegions, $relativeYear, $tech){
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public function isValid($ownCities, $ownRegions, $relativeYear, $tech){
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@@ -256,6 +256,6 @@ class GameUnitDetail implements iAction{
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}
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}
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}
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}
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return new WarUnitTriggerCaller(...$triggerList);
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return new WarUnitTriggerCaller(...$triggerList);
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}
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}
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}
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}
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