턴 버그 수정, 아이템 관련 구 코드 수정

This commit is contained in:
2019-10-06 01:45:50 +09:00
parent 969306822f
commit c48b0c17ba
14 changed files with 41 additions and 795 deletions
@@ -15,9 +15,6 @@ use \sammo\{
use function \sammo\{
tryUniqueItemLottery,
getItemCost,
getItemInfo,
getItemName
};
use \sammo\Constraint\Constraint;
+9 -11
View File
@@ -15,8 +15,6 @@ use \sammo\{
use function \sammo\{
tryUniqueItemLottery,
getItemCost,
getItemInfo,
getItemName,
buildItemClass
};
@@ -80,8 +78,8 @@ class che_장비매매 extends Command\GeneralCommand{
ConstraintHelper::ReqGeneralRice($reqRice),
];
if($itemCode == 0){
$this->runnableConstraints[] = ConstraintHelper::ReqGeneralValue($itemType, $itemTypeName, '>=', 1);
if($itemCode === 'None'){
$this->runnableConstraints[] = ConstraintHelper::ReqGeneralValue($itemType, $itemTypeName, '!=', 'None');
}
else if($itemCode == $general->getVar($itemType)){
$this->runnableConstraints[] = ConstraintHelper::AlwaysFail('이미 가지고 있습니다.');
@@ -98,8 +96,9 @@ class che_장비매매 extends Command\GeneralCommand{
}
$itemCode = $this->arg['itemCode'];
$itemObj = buildItemClass($itemCode);
$reqGold = getItemCost($itemCode);
$reqGold = $itemObj->getCost();
return [$reqGold, 0];
}
@@ -124,17 +123,16 @@ class che_장비매매 extends Command\GeneralCommand{
$itemType = $this->arg['itemType'];
$itemCode = $this->arg['itemCode'];
if($itemCode == 'None'){
if($itemCode === 'None'){
$buying = false;
$itemCode = $general->getVar($itemType);
$cost = getItemCost($itemCode);
}
else{
$buying = true;
$cost = $this->getCost()[0];
}
$itemName = getItemName($itemCode);
$itemObj = buildItemClass($itemCode);
$cost = $itemObj->getCost();
$itemName = $itemObj->getName();
$josaUl = JosaUtil::pick($itemName, '을');
@@ -148,7 +146,7 @@ class che_장비매매 extends Command\GeneralCommand{
else{
$logger->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 판매했습니다. <1>$date</>");
$general->increaseVarWithLimit('gold', $cost / 2);
$general->setVar($itemType, 0);
$general->deleteItem($itemType);
}
$exp = 10;
+10 -1
View File
@@ -101,8 +101,17 @@ class General implements iAction{
][$short]($this->getVar('turntime'));
}
function setItem(string $itemKey='item', ?string $itemCode){
if($itemCode === null){
$this->deleteItem($itemKey);
}
$this->setVar($itemKey, $itemCode);
$this->itemObjs[$itemKey] = buildItemClass($itemCode);
}
function deleteItem(string $itemKey='item'){
$this->setVar($itemKey, 0);
$this->setVar($itemKey, 'None');
$this->itemObjs[$itemKey] = new ActionItem\None();
}
+1 -1
View File
@@ -403,7 +403,7 @@ WHERE turntime < %s ORDER BY turntime ASC, `no` ASC',
// 현재시간의 월턴시간 이후 분단위 장수 처리
[$executionOver, $currentTurn] = static::executeGeneralCommandUntil(
$nextTurn, $limitActionTime, $gameStor->year, $gameStor->month
$date, $limitActionTime, $gameStor->year, $gameStor->month
);
if($currentTurn !== null){
-16
View File
@@ -300,27 +300,11 @@ class WarUnit{
throw new NotInheritedMethodException();
}
function useBattleInitItem():bool{
return false;
}
function beginPhase():void{
$this->clearActivatedSkill();
$this->computeWarPower();
}
function checkBattleBeginSkill(){
yield true;
}
function checkBattleBeginItem():bool{
return false;
}
function applyBattleBeginSkillAndItem():bool{
return false;
}
function hasActivatedSkill(string $skillName):bool{
return $this->activatedSkill[$skillName] ?? false;
}
+2 -579
View File
@@ -198,163 +198,6 @@ class WarUnitGeneral extends WarUnit{
return [$warPower,$opposeWarPowerMultiply];
}
///전투 개시 시에 작동하여 1회에만 작동하는 아이템, 자체적인 Consumable을 처리하지 않는 경우에만
function useBattleInitItem():bool{
$general = $this->getGeneral();
$item = $general->getItem();
if($item === null){
return false;
}
if(!$item->isConsumable()){
return false;
}
if(!$item->isValidTurnItem('Battle', 'NonHandledConsumable')){
return false;
}
$itemName = $item->getName();
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
return true;
$itemActivated = false;
$itemConsumed = false;
$itemName = getItemName($item);
$general = $this->general;
if($item == 3){
//탁주 사용
$this->addAtmos(3);
$itemActivated = true;
$itemConsumed = true;
}
else if($item >= 14 && $item <= 16){
//의적주, 두강주, 보령압주 사용
$this->addAtmosBonus(5);
$itemActivated = true;
}
else if($item >= 19 && $item <= 20){
//춘화첩, 초선화 사용
$this->addAtmosBonus(7);
$itemActivated = true;
}
else if($item == 4){
//청주 사용
$this->addTrain(3);
$itemActivated = true;
$itemConsumed = true;
}
else if($item >= 12 && $item <= 13){
//과실주, 이강주 사용
$this->addTrainBonus(5);
$itemActivated = true;
}
else if($item >= 18 && $item <= 18){
//철벽서, 단결도 사용
$this->addTrainBonus(7);
$itemActivated = true;
}
return $itemActivated;
}
///전투 개시 시에 작동하여 매 장수마다 작동하는 스킬
function checkBattleBeginSkill(){
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
if(
$this->getCrewType()->armType == GameUnitConst::T_SIEGE &&
$oppose->getCrewType()->armType == GameUnitConst::T_CASTLE
){
$this->activateSkill('부상무효');
}
yield true;
if($specialWar == 62){
$oppose->activateSkill('저격불가');
$this->activateSkill('부상무효');
}
yield true;
if (
$specialWar == 70 &&
$this->oppose instanceof WarUnitGeneral &&
!$this->hasActivatedSkill('저격') &&
!$this->hasActivatedSkill('저격불가') &&
Util::randBool(1/3)
) {
$this->activateSkill('저격');
}
yield true;
}
///전투 개시 시에 작동하여 매 장수마다 작동하는 아이템
function checkBattleBeginItem():bool{
$item = $this->getItem();
$oppose = $this->getOppose();
if(!$item){
return false;
}
$itemActivated = false;
$itemConsumed = false;
$itemName = getItemName($item);
if(
$item == 2 &&
$this->oppose instanceof WarUnitGeneral &&
!$this->hasActivatedSkill('저격') &&
!$this->hasActivatedSkill('저격불가') &&
Util::randBool(1/5)
){
//수극
$itemActivated = true;
$itemConsumed = true;
$this->activateSkill('저격', '수극');
}
if($itemConsumed){
//NOTE: 소비 아이템은 하나인가?, 1회용인가?
$this->general->updateVar('item', 0);
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
}
return $itemActivated;
}
function applyBattleBeginSkillAndItem():bool{
$result = false;
$oppose = $this->getOppose();
$general = $this->general;
if($oppose->hasActivatedSkill('저격')){
$result = true;
$oppose->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
$oppose->getLogger()->pushGeneralBattleDetailLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
$this->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
$this->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
if($oppose->hasActivatedSkill('수극')){
$general->increaseVarWithLimit('injury', Util::randRangeInt(20, 40), null, 80);
}
else{
$general->increaseVarWithLimit('injury', Util::randRangeInt(20, 60), null, 80);
}
}
return $result;
}
function getHP():int{
return $this->general->getVar('crew');
}
@@ -427,420 +270,6 @@ class WarUnitGeneral extends WarUnit{
return $this->killed;
}
function checkPreActiveSkill(){
$activated = false;
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
$item = $this->getItem();
$crewType = $this->getCrewType();
if($specialWar == 62){
$oppose->activateSkill('필살불가');
$oppose->activateSkill('위압불가');
$oppose->activateSkill('격노불가');
$oppose->activateSkill('계략약화');
}
yield true;
if($specialWar == 45){
$oppose->activateSkill('계략약화');
}
yield true;
if(
$specialWar == 63 &&
$this->getPhase() == 0 &&
$this->getHP() >= 1000 &&
$this->getComputedAtmos() >= 90 &&
$this->getComputedTrain() >= 90 &&
!$this->hasActivatedSkill('위압불가')
){
$this->activateSkill('위압');
}
yield true;
if($specialWar == 60){
$oppose->activateSkill('회피불가');
}
yield true;
}
function checkActiveSkill(){
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
$item = $this->getItem();
$crewType = $this->getCrewType();
if(
!$this->hasActivatedSkill('특수') &&
!$this->hasActivatedSkill('저지불가') &&
!$this->isAttacker &&
$crewType->name == '목우'
){
//XXX: 병종에 특수 스킬이 달려있도록 설정해야함
$ratio = $this->getComputedAtmos() + $this->getComputedTrain();
if(Util::randBool($ratio / 400)){
$this->activateSkill('특수', '저지');
}
}
yield true;
if(
!$this->hasActivatedSkill('특수') &&
!$this->hasActivatedSkill('필살불가') &&
Util::randBool($this->getComputedCriticalRatio())
){
$this->activateSkill('특수', '필살시도', '필살');
}
yield true;
if(
!$this->hasActivatedSkill('특수') &&
!$this->hasActivatedSkill('회피불가') &&
Util::randBool($this->getComputedAvoidRatio())
){
$this->activateSkill('특수', '회피시도', '회피');
}
yield true;
//계략
if($crewType->magicCoef){
$magicRatio = $this->getGeneral()->getIntel(true, true, true, false) / 100;
$magicRatio *= $crewType->magicCoef;
if($specialWar == 41){
$magicRatio += 0.2;
}
if(Util::randBool($magicRatio)){
$magicSuccessRatio = 0.7;
if($specialWar == 40){
$magicSuccessRatio += 0.2;
}
if($specialWar == 41){
$magicSuccessRatio += 0.2;
}
if($specialWar == 42){
$magicSuccessRatio += 0.1;
}
if($specialWar == 44){
$magicSuccessRatio += 1;
}
if($this->hasActivatedSkill('계략약화')){
$magicSuccessRatio -= 0.1;
}
if($oppose instanceof WarUnitCity){
$magic = Util::choiceRandom(['급습', '위보', '혼란']);
}
else{
$magic = Util::choiceRandom(['위보', '매복', '반목', '화계', '혼란']);
}
$this->activateSkill('계략시도', $magic);
if(Util::randBool($magicSuccessRatio)){
$this->activateSkill('계략');
}
else{
$this->activateSkill('계략실패');
}
}
}
yield true;
//의술
if($specialWar == 73 && Util::randBool(0.2)){
$this->activateSkill('치료');
}
yield true;
}
function checkPostActiveSkill(){
$activated = false;
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
$item = $this->getItem();
$crewType = $this->getCrewType();
if(
$specialWar == 74 &&
$oppose->hasActivatedSkill('필살') &&
!$this->hasActivatedSkill('격노불가')
){
if($this->isAttacker){
if(Util::randBool(1/3)){
$this->activateSkill('진노', '격노');
$activated = true;
}
else if(Util::randBool(1/4)){
$this->activateSkill('격노');
$activated = true;
}
}
else{
if(Util::randBool(1/2)){
$this->activateSkill('격노');
$activated = true;
}
}
}
yield true;
if(
$specialWar == 74 &&
$oppose->hasActivatedSkill('회피') &&
!$this->hasActivatedSkill('격노불가')
){
if($this->isAttacker){
if(Util::randBool(1/3)){
$this->activateSkill('진노', '격노');
$oppose->deactivateSkill('회피');
$activated = true;
}
else if(Util::randBool(1/4)){
$this->activateSkill('격노');
$oppose->deactivateSkill('회피');
$activated = true;
}
}
else{
if(Util::randBool(1/2)){
$this->activateSkill('격노');
$oppose->deactivateSkill('회피');
$activated = true;
}
}
}
yield true;
if(
($item == 23 || $item == 24) &&
!$this->hasActivatedSkill('치료') &&
Util::randBool(0.2)
){
$this->activateSkill('치료');
$activated = true;
}
yield true;
//계략
if(
$specialWar == 45 &&
$oppose->hasActivatedSkill('계략') &&
Util::randBool(0.4)
){
$this->activateSkill('반계');
$oppose->deactivateSkill('계략');
$activated = true;
}
yield true;
if(
$specialWar == 42 &&
$this->hasActivatedSkill('계략')
){
$this->warPowerMultiply *= 1.3;
}
yield true;
if(
$specialWar == 43 &&
$this->hasActivatedSkill('계략')
){
$this->warPowerMultiply *= 1.5;
}
yield true;
}
function applyActiveSkill(){
$oppose = $this->getOppose();
$crewType = $this->getCrewType();
$specialWar = $this->getSpecialWar();
$thisLogger = $this->getLogger();
$opposeLogger = $oppose->getLogger();
if($this->hasActivatedSkill('저지')){
$this->addDex($oppose->getCrewType(), $oppose->getWarPower() * 0.9);
$this->addDex($this->getCrewType(), $this->getWarPower() * 0.9);
$this->setWarPowerMultiply(0);
$oppose->setWarPowerMultiply(0);
$thisLogger->pushGeneralBattleDetailLog('상대를 <C>저지</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('저지</>당했다!</>');
//저지는 특수함.
return;
}
yield true;
//계략 세트
if($this->hasActivatedSkill('계략')){
$tableToGeneral = [
'위보'=>1.2,
'매복'=>1.4,
'반목'=>1.6,
'화계'=>1.8,
'혼란'=>2.0
];
$tableToCity = [
'급습'=>1.2,
'위보'=>1.4,
'혼란'=>1.6
];
if($specialWar == 45){
$tableToGeneral['반목'] *= 2;
}
if($oppose instanceof WarUnitCity){
$table = $tableToCity;
}
else{
$table = $tableToGeneral;
}
foreach($table as $skillKey => $skillMultiply){
if($this->hasActivatedSkill($skillKey)){
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
$thisLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <C>성공</>했다!");
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>에 당했다!");
$this->multiplyWarPowerMultiply($skillMultiply);
break;
}
}
}
yield true;
//반계 세트
if($this->hasActivatedSkill('반계')){
$table = [
'위보'=>1.2,
'매복'=>1.4,
'반목'=>1.6,
'화계'=>1.8,
'혼란'=>2.0
];
foreach($table as $skillKey => $skillMultiply){
if($oppose->hasActivatedSkill($skillKey)){
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
$thisLogger->pushGeneralBattleDetailLog("<C>반계</>로 상대의 <D>{$skillKey}</>{$josaUl} 되돌렸다!");
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <R>역으로</> 당했다!");
$this->multiplyWarPowerMultiply($skillMultiply);
break;
}
}
}
yield true;
//계략 실패 세트
if($this->hasActivatedSkill('계략실패')){
$tableToGeneral = [
'위보'=>1.1,
'매복'=>1.2,
'반목'=>1.3,
'화계'=>1.4,
'혼란'=>1.5
];
$tableToCity = [
'급습'=>1.1,
'위보'=>1.2,
'혼란'=>1.3
];
if($oppose instanceof WarUnitCity){
$table = $tableToCity;
}
else{
$table = $tableToGeneral;
}
foreach($table as $skillKey => $skillMultiply){
if($this->hasActivatedSkill($skillKey)){
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
$thisLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <R>실패</>했다!");
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} 간파했다!");
$this->multiplyWarPowerMultiply(1/$skillMultiply);
$oppose->multiplyWarPowerMultiply($skillMultiply);
break;
}
}
}
yield true;
if($this->hasActivatedSkill('치료')){
$thisLogger->pushGeneralBattleDetailLog("<C>치료</>했다!</>");
$oppose->multiplyWarPowerMultiply(1/1.5);
}
yield true;
if($this->hasActivatedSkill('필살')){
$thisLogger->pushGeneralBattleDetailLog('<C>필살</>공격!</>');
$opposeLogger->pushGeneralBattleDetailLog('상대의 <R>필살</>공격!</>');
$this->multiplyWarPowerMultiply($this->criticalDamage());
}
yield true;
if($this->hasActivatedSkill('회피')){
$thisLogger->pushGeneralBattleDetailLog('<C>회피</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('상대가 <R>회피</>했다!</>');
$oppose->multiplyWarPowerMultiply(0.2);
}
yield true;
if($this->hasActivatedSkill('진노')){
if($oppose->hasActivatedSkill('필살')){
$thisLogger->pushGeneralBattleDetailLog('상대의 필살 공격에 <C>진노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('필살 공격에 상대가 <R>진노</>했다!</>');
}
else if($oppose->hasActivatedSkill('회피시도')){
$thisLogger->pushGeneralBattleDetailLog('상대의 회피 시도에 <C>진노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('회피 시도에 상대가 <R>진노</>했다!</>');
}
$this->bonusPhase += 1;
$this->multiplyWarPowerMultiply($this->criticalDamage());
}
else if($this->hasActivatedSkill('격노')){
if($oppose->hasActivatedSkill('필살')){
$thisLogger->pushGeneralBattleDetailLog('상대의 필살 공격에 <C>격노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('필살 공격에 상대가 <R>격노</>했다!</>');
}
else if($oppose->hasActivatedSkill('회피시도')){
$thisLogger->pushGeneralBattleDetailLog('상대의 회피 시도에 <C>격노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('회피 시도에 상대가 <R>격노</>했다!</>');
}
$this->multiplyWarPowerMultiply($this->criticalDamage());
}
yield true;
if($this->hasActivatedSkill('위압')){
$thisLogger->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>');
$opposeLogger->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>');
$oppose->setWarPowerMultiply(0);
}
yield true;
}
function tryWound():bool{
$general = $this->general;
if($this->hasActivatedSkillOnLog('부상무효')){
@@ -895,15 +324,9 @@ class WarUnitGeneral extends WarUnit{
* @param \MeekroDB $db
*/
function applyDB($db):bool{
$updateVals = $this->getUpdatedValues();
if(!$updateVals){
return false;
}
$db->update('general', $updateVals, 'no=%i', $this->raw['no']);
$affected = $this->getGeneral()->applyDB($db);
$this->getLogger()->flush();
return $db->affectedRows() > 0;
return $affected;
}
}