전특 대 개편

This commit is contained in:
2020-07-15 02:33:21 +09:00
parent 7c95a483df
commit dc000cecf1
45 changed files with 1637 additions and 1422 deletions
+34 -34
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@@ -1,35 +1,35 @@
<?php
namespace sammo\ActionItem;
use \sammo\iAction;
use \sammo\General;
use \sammo\GeneralTrigger;
use \sammo\GeneralTriggerCaller;
use sammo\WarUnitTrigger\che_전투치료발동;
use sammo\WarUnitTrigger\che_전투치료시도;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitTriggerCaller;
class che_의술_청낭서 extends \sammo\BaseItem{
protected $id = 23;
protected $rawName = '청낭서';
protected $name = '청낭서(의술)';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
protected $cost = 200;
protected $consumable = false;
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
return new GeneralTriggerCaller(
new GeneralTrigger\che_도시치료($general)
);
}
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
{
return new WarUnitTriggerCaller(
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
);
}
<?php
namespace sammo\ActionItem;
use \sammo\iAction;
use \sammo\General;
use \sammo\GeneralTrigger;
use \sammo\GeneralTriggerCaller;
use sammo\WarUnitTrigger\che_전투치료발동;
use sammo\WarUnitTrigger\che_전투치료시도;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitTriggerCaller;
class che_의술_청낭서 extends \sammo\BaseItem{
protected $id = 23;
protected $rawName = '청낭서';
protected $name = '청낭서(의술)';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
protected $cost = 200;
protected $consumable = false;
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
return new GeneralTriggerCaller(
new GeneralTrigger\che_도시치료($general)
);
}
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
{
return new WarUnitTriggerCaller(
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
);
}
}
@@ -1,35 +1,35 @@
<?php
namespace sammo\ActionItem;
use \sammo\iAction;
use \sammo\General;
use \sammo\GeneralTrigger;
use \sammo\GeneralTriggerCaller;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\che_전투치료발동;
use sammo\WarUnitTrigger\che_전투치료시도;
class che_의술_태평청령 extends \sammo\BaseItem{
protected $id = 24;
protected $rawName = '태평청령';
protected $name = '태평청령(의술)';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
protected $cost = 200;
protected $consumable = false;
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
return new GeneralTriggerCaller(
new GeneralTrigger\che_도시치료($general)
);
}
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
{
return new WarUnitTriggerCaller(
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
);
}
<?php
namespace sammo\ActionItem;
use \sammo\iAction;
use \sammo\General;
use \sammo\GeneralTrigger;
use \sammo\GeneralTriggerCaller;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\che_전투치료발동;
use sammo\WarUnitTrigger\che_전투치료시도;
class che_의술_태평청령 extends \sammo\BaseItem{
protected $id = 24;
protected $rawName = '태평청령';
protected $name = '태평청령(의술)';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
protected $cost = 200;
protected $consumable = false;
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
return new GeneralTriggerCaller(
new GeneralTrigger\che_도시치료($general)
);
}
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
{
return new WarUnitTriggerCaller(
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
);
}
}
+27 -27
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@@ -1,28 +1,28 @@
<?php
namespace sammo\ActionItem;
use \sammo\iAction;
use \sammo\General;
use \sammo\WarUnitTriggerCaller;
use \sammo\WarUnit;
use \sammo\WarUnitTrigger\che_저격시도;
use \sammo\WarUnitTrigger\che_저격발동;
use \sammo\BaseWarUnitTrigger;
class che_저격_수극 extends \sammo\BaseItem{
protected $id = 2;
protected $rawName = '수극';
protected $name = '수극(저격)';
protected $info = '[전투] 전투 개시 전 20% 확률로 저격 시도. 1회용';
protected $cost = 1000;
protected $consumable = true;
protected $buyable = true;
protected $reqSecu = 1000;
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_저격시도($unit, BaseWarUnitTrigger::TYPE_CONSUMABLE_ITEM, 0.2, 20, 40),
new che_저격발동($unit)
);
}
<?php
namespace sammo\ActionItem;
use \sammo\iAction;
use \sammo\General;
use \sammo\WarUnitTriggerCaller;
use \sammo\WarUnit;
use \sammo\WarUnitTrigger\che_저격시도;
use \sammo\WarUnitTrigger\che_저격발동;
use \sammo\BaseWarUnitTrigger;
class che_저격_수극 extends \sammo\BaseItem{
protected $id = 2;
protected $rawName = '수극';
protected $name = '수극(저격)';
protected $info = '[전투] 전투 개시 전 50% 확률로 저격 시도. 1회용';
protected $cost = 1000;
protected $consumable = true;
protected $buyable = true;
protected $reqSecu = 1000;
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_저격시도($unit, BaseWarUnitTrigger::TYPE_CONSUMABLE_ITEM, 0.5, 20, 40),
new che_저격발동($unit)
);
}
}
@@ -13,7 +13,7 @@ class event_전투특기_격노 extends \sammo\BaseItem{
protected $id = 74;
protected $rawName = '비급';
protected $name = '비급(격노)';
protected $info = '[전투] 상대방 필살 회피 시도시 일정 확률로 격노(필살) 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
protected $info = '[전투] 상대방 필살 시 격노(필살) 발동, 회피 시도시 25% 확률로 격노 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -12,7 +12,7 @@ class event_전투특기_공성 extends \sammo\BaseItem{
protected $id = 53;
protected $rawName = '비급';
protected $name = '비급(공성)';
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%';
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 차병 숙련을 가산';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -32,4 +32,18 @@ class event_전투특기_공성 extends \sammo\BaseItem{
}
return [1, 1];
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_CASTLE;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
@@ -11,7 +11,7 @@ class event_전투특기_궁병 extends \sammo\BaseItem{
protected $id = 51;
protected $rawName = '비급';
protected $name = '비급(궁병)';
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p';
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 궁병 숙련을 가산';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -29,6 +29,16 @@ class event_전투특기_궁병 extends \sammo\BaseItem{
if($statName === 'warAvoidRatio'){
return $value + 0.2;
}
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_ARCHER;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
@@ -11,7 +11,7 @@ class event_전투특기_귀병 extends \sammo\BaseItem{
protected $id = 40;
protected $rawName = '비급';
protected $name = '비급(귀병)';
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p';
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 귀병 숙련을 가산';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -29,6 +29,16 @@ class event_전투특기_귀병 extends \sammo\BaseItem{
if($statName === 'warMagicSuccessProb'){
return $value + 0.2;
}
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_WIZARD;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
@@ -11,7 +11,7 @@ class event_전투특기_기병 extends \sammo\BaseItem{
protected $id = 52;
protected $rawName = '비급';
protected $name = '비급(기병)';
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%';
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 기병 숙련을 가산';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -31,4 +31,18 @@ class event_전투특기_기병 extends \sammo\BaseItem{
}
return [1.1, 1];
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_CAVALRY;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
@@ -7,13 +7,14 @@ use \sammo\WarUnit;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\WarActivateSkills;
use \sammo\WarUnitTrigger\che_돌격지속;
class event_전투특기_돌격 extends \sammo\BaseItem{
protected $id = 60;
protected $rawName = '비급';
protected $name = '비급(돌격)';
protected $info = '[전투] 상대 회피 불가, 공격 시 전투 페이즈 +1, 공격 시 대미지 +10%';
protected $info = '[전투] 공격 시 대등/유리한 병종에게는 퇴각 전까지 전투, 공격 시 페이즈 + 2, 공격 시 대미지 +5%';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -21,21 +22,20 @@ class event_전투특기_돌격 extends \sammo\BaseItem{
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'initWarPhase'){
return $value + 1;
return $value + 2;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1.1, 1];
return [1.05, 1];
}
return [1, 1];
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
(new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '회피불가'))->setPriority(BaseWarUnitTrigger::PRIORITY_BEGIN + 200)
new che_돌격지속($unit)
);
}
}
@@ -4,13 +4,14 @@ use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use \sammo\Util;
class event_전투특기_무쌍 extends \sammo\BaseItem{
protected $id = 61;
protected $rawName = '비급';
protected $name = '비급(무쌍)';
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p';
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p, <br>승리 수만큼 대미지 0.20%씩 추가 상승(최대40%)<br>승리 수만큼 피해 0.05%씩 감소(최대50%)';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -24,6 +25,11 @@ class event_전투특기_무쌍 extends \sammo\BaseItem{
}
public function getWarPowerMultiplier(WarUnit $unit):array{
return [1.1, 1];
$attackMultiplier = 1.1;
$defenceMultiplier = 1;
$killnum = $unit->getGeneral()->getRankVar('killnum');
$attackMultiplier += Util::valueFit($killnum * 0.01 * 0.2, null, 0.4);
$defenceMultiplier -= Util::valueFit($killnum * 0.01 * 0.05, null, 0.5);
return [$attackMultiplier, $defenceMultiplier];
}
}
@@ -15,7 +15,7 @@ class event_전투특기_반계 extends \sammo\BaseItem{
protected $id = 45;
protected $rawName = '비급';
protected $name = '비급(반계)';
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +100%)';
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -23,15 +23,15 @@ class event_전투특기_반계 extends \sammo\BaseItem{
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warMagicSuccessDamage' && $aux === '반목'){
return $value + 0.4;
return $value + 0.9;
}
return $value;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_ITEM, false, '계략약화'),
new che_반계시도($unit, che_반계시도::TYPE_ITEM),
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '계략약화'),
new che_반계시도($unit),
new che_반계발동($unit)
);
}
@@ -11,7 +11,7 @@ class event_전투특기_보병 extends \sammo\BaseItem{
protected $id = 50;
protected $rawName = '비급';
protected $name = '비급(보병)';
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%';
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 보병 숙련을 가산';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -32,4 +32,18 @@ class event_전투특기_보병 extends \sammo\BaseItem{
}
return [1, 0.8];
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_FOOTMAN;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
@@ -13,7 +13,7 @@ class event_전투특기_위압 extends \sammo\BaseItem{
protected $id = 63;
protected $rawName = '비급';
protected $name = '비급(위압)';
protected $info = '[전투] 훈련/사기≥90, 병력≥1,000 일 때 첫 페이즈 위압 발동(적 공격 불가)';
protected $info = '[전투] 첫 페이즈 위압 발동(적 공격, 회피 불가, 사기 5 감소)';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -16,7 +16,7 @@ class event_전투특기_의술 extends \sammo\BaseItem{
protected $id = 73;
protected $rawName = '비급';
protected $name = '비급(의술)';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -13,7 +13,7 @@ class event_전투특기_저격 extends \sammo\BaseItem{
protected $id = 70;
protected $rawName = '비급';
protected $name = '비급(저격)';
protected $info = '[전투] 새로운 상대와 전투 시 1/3 확률로 저격 발동, 성공 시 사기+10';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -21,7 +21,7 @@ class event_전투특기_저격 extends \sammo\BaseItem{
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_저격시도($unit, che_저격시도::TYPE_ITEM, 1/3, 20, 60),
new che_저격시도($unit, che_저격시도::TYPE_ITEM, 0.5, 10, 40),
new che_저격발동($unit, che_저격발동::TYPE_ITEM)
);
}
@@ -12,7 +12,7 @@ class event_전투특기_필살 extends \sammo\BaseItem{
protected $id = 71;
protected $rawName = '비급';
protected $name = '비급(필살)';
protected $info = '[전투] 필살 확률 +20%p, 필살 발동시 대상 회피 불가';
protected $info = '[전투] 필살 확률 +25%p, 필살 발동시 대상 회피 불가';
protected $cost = 100;
protected $buyable = true;
protected $consumable = false;
@@ -20,7 +20,7 @@ class event_전투특기_필살 extends \sammo\BaseItem{
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warCriticalRatio'){
return $value + 0.2;
return $value + 0.25;
}
return $value;
}
+28 -28
View File
@@ -1,29 +1,29 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\che_격노시도;
use sammo\WarUnitTrigger\che_격노발동;
class che_격노 extends \sammo\BaseSpecial{
protected $id = 74;
protected $name = '격노';
protected $info = '[전투] 상대방 필살 회피 시도시 일정 확률로 격노(필살) 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH,
];
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_격노시도($unit),
new che_격노발동($unit)
);
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\che_격노시도;
use sammo\WarUnitTrigger\che_격노발동;
class che_격노 extends \sammo\BaseSpecial{
protected $id = 74;
protected $name = '격노';
protected $info = '[전투] 상대방 필살 시 격노(필살) 발동, 회피 시도시 25% 확률로 격노 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH,
];
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_격노시도($unit),
new che_격노발동($unit)
);
}
}
+39 -39
View File
@@ -1,40 +1,40 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitTrigger\che_부상무효;
use sammo\WarUnitTrigger\WarActivateSkills;
class che_견고 extends \sammo\BaseSpecial{
protected $id = 62;
protected $name = '견고';
protected $info = '[전투] 상대 필살, 격노, 위압, 저격 불가, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -5%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_부상무효($unit, BaseWarUnitTrigger::TYPE_NONE),
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '저격불가')
);
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '필살불가', '위압불가', '격노불가', '계략약화', '저격불가')
);
}
public function getWarPowerMultiplier(WarUnit $unit):array{
return [1, 0.95];
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitTrigger\che_부상무효;
use sammo\WarUnitTrigger\WarActivateSkills;
class che_견고 extends \sammo\BaseSpecial{
protected $id = 62;
protected $name = '견고';
protected $info = '[전투] 상대 필살, 저격 불가, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_부상무효($unit, BaseWarUnitTrigger::TYPE_NONE),
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '저격불가')
);
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '필살불가', '계략약화', '저격불가')
);
}
public function getWarPowerMultiplier(WarUnit $unit):array{
return [1, 0.9];
}
}
+49 -35
View File
@@ -1,36 +1,50 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
use \sammo\WarUnitCity;
class che_공성 extends \sammo\BaseSpecial{
protected $id = 53;
protected $name = '공성';
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_SIEGE,
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_SIEGE) return $value * 0.9;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->getOppose() instanceof WarUnitCity){
return [2, 1];
}
return [1, 1];
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
use \sammo\WarUnitCity;
class che_공성 extends \sammo\BaseSpecial{
protected $id = 53;
protected $name = '공성';
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 차병 숙련을 가산';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_SIEGE,
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_SIEGE) return $value * 0.9;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->getOppose() instanceof WarUnitCity){
return [2, 1];
}
return [1, 1];
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_CASTLE;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
+11 -1
View File
@@ -10,7 +10,7 @@ class che_궁병 extends \sammo\BaseSpecial{
protected $id = 51;
protected $name = '궁병';
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p';
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 궁병 숙련을 가산';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
@@ -31,6 +31,16 @@ class che_궁병 extends \sammo\BaseSpecial{
if($statName === 'warAvoidRatio'){
return $value + 0.2;
}
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_ARCHER;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
+44 -34
View File
@@ -1,35 +1,45 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
class che_귀병 extends \sammo\BaseSpecial{
protected $id = 40;
protected $name = '귀병';
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_INTEL | SpecialityHelper::ARMY_WIZARD | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::STAT_NOT_STRENGTH
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_WIZARD) return $value * 0.9;
}
return $value;
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warMagicSuccessProb'){
return $value + 0.2;
}
return $value;
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
class che_귀병 extends \sammo\BaseSpecial{
protected $id = 40;
protected $name = '귀병';
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 귀병 숙련을 가산';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_INTEL | SpecialityHelper::ARMY_WIZARD | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::STAT_NOT_STRENGTH
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_WIZARD) return $value * 0.9;
}
return $value;
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warMagicSuccessProb'){
return $value + 0.2;
}
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_WIZARD;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
+49 -35
View File
@@ -1,36 +1,50 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
class che_기병 extends \sammo\BaseSpecial{
protected $id = 52;
protected $name = '기병';
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY | SpecialityHelper::STAT_NOT_INTEL,
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_CAVALRY) return $value * 0.9;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1.2, 1];
}
return [1.1, 1];
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
class che_기병 extends \sammo\BaseSpecial{
protected $id = 52;
protected $name = '기병';
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 기병 숙련을 가산';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY | SpecialityHelper::STAT_NOT_INTEL,
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_CAVALRY) return $value * 0.9;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1.2, 1];
}
return [1.1, 1];
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_CAVALRY;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
+41 -41
View File
@@ -1,42 +1,42 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\WarActivateSkills;
class che_돌격 extends \sammo\BaseSpecial{
protected $id = 60;
protected $name = '돌격';
protected $info = '[전투] 상대 회피 불가, 공격 시 전투 페이즈 +1, 공격 시 대미지 +10%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'initWarPhase'){
return $value + 1;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1.1, 1];
}
return [1, 1];
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
(new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '회피불가'))->setPriority(BaseWarUnitTrigger::PRIORITY_BEGIN + 200)
);
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\WarActivateSkills;
use \sammo\WarUnitTrigger\che_돌격지속;
class che_돌격 extends \sammo\BaseSpecial{
protected $id = 60;
protected $name = '돌격';
protected $info = '[전투] 공격 시 대등/유리한 병종에게는 퇴각 전까지 전투, 공격 시 페이즈 + 2, 공격 시 대미지 +5%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'initWarPhase'){
return $value + 2;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1.05, 1];
}
return [1, 1];
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_돌격지속($unit)
);
}
}
+35 -29
View File
@@ -1,30 +1,36 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
class che_무쌍 extends \sammo\BaseSpecial{
protected $id = 61;
protected $name = '무쌍';
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warCriticalRatio' && $aux['isAttacker']??false){
return $value += 0.1;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
return [1.1, 1];
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use \sammo\Util;
class che_무쌍 extends \sammo\BaseSpecial{
protected $id = 61;
protected $name = '무쌍';
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p, <br>승리 수만큼 대미지 0.20%씩 추가 상승(최대40%)<br>승리 수만큼 피해 0.05%씩 감소(최대50%)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warCriticalRatio' && $aux['isAttacker']??false){
return $value += 0.1;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
$attackMultiplier = 1.1;
$defenceMultiplier = 1;
$killnum = $unit->getGeneral()->getRankVar('killnum');
$attackMultiplier += Util::valueFit($killnum * 0.01 * 0.2, null, 0.4);
$defenceMultiplier -= Util::valueFit($killnum * 0.01 * 0.05, null, 0.5);
return [$attackMultiplier, $defenceMultiplier];
}
}
+38 -38
View File
@@ -1,39 +1,39 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTrigger\WarActivateSkills;
use \sammo\WarUnitTrigger\che_반계시도;
use \sammo\WarUnitTrigger\che_반계발동;
class che_반계 extends \sammo\BaseSpecial{
protected $id = 45;
protected $name = '반계';
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +100%)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_INTEL,
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warMagicSuccessDamage' && $aux === '반목'){
return $value + 0.4;
}
return $value;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '계략약화'),
new che_반계시도($unit),
new che_반계발동($unit)
);
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use \sammo\BaseWarUnitTrigger;
use \sammo\WarUnitTrigger\WarActivateSkills;
use \sammo\WarUnitTrigger\che_반계시도;
use \sammo\WarUnitTrigger\che_반계발동;
class che_반계 extends \sammo\BaseSpecial{
protected $id = 45;
protected $name = '반계';
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_INTEL,
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warMagicSuccessDamage' && $aux === '반목'){
return $value + 0.9;
}
return $value;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '계략약화'),
new che_반계시도($unit),
new che_반계발동($unit)
);
}
}
+49 -35
View File
@@ -1,36 +1,50 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
class che_보병 extends \sammo\BaseSpecial{
protected $id = 50;
protected $name = '보병';
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN | SpecialityHelper::STAT_NOT_INTEL,
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_FOOTMAN) return $value * 0.9;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1, 0.9];
}
return [1, 0.8];
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\GameUnitConst;
use \sammo\WarUnit;
class che_보병 extends \sammo\BaseSpecial{
protected $id = 50;
protected $name = '보병';
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 보병 숙련을 가산';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN | SpecialityHelper::STAT_NOT_INTEL,
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_FOOTMAN) return $value * 0.9;
}
return $value;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
if($unit->isAttacker()){
return [1, 0.9];
}
return [1, 0.8];
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if(\sammo\Util::starts_with($statName, 'dex')){
$myArmType = 'dex'.GameUnitConst::T_FOOTMAN;
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
if($aux['isAttacker'] && $opposeArmType === $statName){
return $value + $general->getVar($myArmType);
}
if(!$aux['isAttacker'] && $myArmType === $statName){
return $value + $general->getVar($myArmType);
}
}
return $value;
}
}
+28 -31
View File
@@ -1,32 +1,29 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use \sammo\WarUnitTrigger\che_위압시도;
use \sammo\WarUnitTrigger\che_위압발동;
class che_위압 extends \sammo\BaseSpecial{
protected $id = 63;
protected $name = '위압';
protected $info = '[전투] 훈련/사기≥90, 병력≥1,000 일 때 첫 페이즈 위압 발동(적 공격 불가)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
if($unit->getPhase() != 0){
return null;
}
return new WarUnitTriggerCaller(
new che_위압시도($unit),
new che_위압발동($unit)
);
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use \sammo\WarUnitTrigger\che_위압시도;
use \sammo\WarUnitTrigger\che_위압발동;
class che_위압 extends \sammo\BaseSpecial{
protected $id = 63;
protected $name = '위압';
protected $info = '[전투] 첫 페이즈 위압 발동(적 공격, 회피 불가, 사기 5 감소)';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_STRENGTH
];
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_위압시도($unit),
new che_위압발동($unit)
);
}
}
+41 -41
View File
@@ -1,41 +1,41 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use sammo\BaseGeneralTrigger;
use sammo\SpecialityHelper;
use \sammo\General;
use \sammo\GeneralTrigger;
use \sammo\GeneralTriggerCaller;
use \sammo\WarUnit;
use sammo\WarUnitTrigger\che_전투치료발동;
use sammo\WarUnitTrigger\che_전투치료시도;
use sammo\WarUnitTriggerCaller;
class che_의술 extends \sammo\BaseSpecial{
protected $id = 73;
protected $name = '의술';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
static $selectWeightType = SpecialityHelper::WEIGHT_PERCENT;
static $selectWeight = 2;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
return new GeneralTriggerCaller(
new GeneralTrigger\che_도시치료($general)
);
}
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
{
return new WarUnitTriggerCaller(
new che_전투치료시도($unit),
new che_전투치료발동($unit)
);
}
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use sammo\BaseGeneralTrigger;
use sammo\SpecialityHelper;
use \sammo\General;
use \sammo\GeneralTrigger;
use \sammo\GeneralTriggerCaller;
use \sammo\WarUnit;
use sammo\WarUnitTrigger\che_전투치료발동;
use sammo\WarUnitTrigger\che_전투치료시도;
use sammo\WarUnitTriggerCaller;
class che_의술 extends \sammo\BaseSpecial{
protected $id = 73;
protected $name = '의술';
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
static $selectWeightType = SpecialityHelper::WEIGHT_PERCENT;
static $selectWeight = 2;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
return new GeneralTriggerCaller(
new GeneralTrigger\che_도시치료($general)
);
}
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
{
return new WarUnitTriggerCaller(
new che_전투치료시도($unit),
new che_전투치료발동($unit)
);
}
}
+30 -30
View File
@@ -1,31 +1,31 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use \sammo\WarUnitTrigger\che_저격시도;
use \sammo\WarUnitTrigger\che_저격발동;
class che_저격 extends \sammo\BaseSpecial{
protected $id = 70;
protected $name = '저격';
protected $info = '[전투] 새로운 상대와 전투 시 1/3 확률로 저격 발동, 성공 시 사기+10';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_저격시도($unit, che_저격시도::TYPE_NONE, 1/3, 20, 60),
new che_저격발동($unit)
);
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use \sammo\WarUnitTrigger\che_저격시도;
use \sammo\WarUnitTrigger\che_저격발동;
class che_저격 extends \sammo\BaseSpecial{
protected $id = 70;
protected $name = '저격';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_저격시도($unit, che_저격시도::TYPE_NONE, 0.5, 10, 40),
new che_저격발동($unit)
);
}
}
+35 -35
View File
@@ -1,36 +1,36 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
class che_징병 extends \sammo\BaseSpecial{
protected $id = 72;
protected $name = '징병';
protected $info = '[군사] 징·모병비 -50%, 통솔 순수 능력치 보정 +15%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost') return $value * 0.5;
}
return $value;
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'leadership'){
return $value *= 1.15;
}
return $value;
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
class che_징병 extends \sammo\BaseSpecial{
protected $id = 72;
protected $name = '징병';
protected $info = '[군사] 징·모병비 -50%, 통솔 순수 능력치 보정 +25%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
if(in_array($turnType, ['징병', '모병'])){
if($varType == 'cost') return $value * 0.5;
}
return $value;
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'leadership'){
return $value + $general->getVar('leadership') * 0.25;
}
return $value;
}
}
+28 -28
View File
@@ -1,29 +1,29 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
class che_척사 extends \sammo\BaseSpecial{
protected $id = 75;
protected $name = '척사';
protected $info = '[전투] 지역·도시 병종 상대로 대미지 +10%, 아군 피해 -10%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function getWarPowerMultiplier(WarUnit $unit):array{
$opposeCrewType = $unit->getOppose()->getCrewType();
if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
return [1.1, 0.9];
}
return [1, 1];
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
class che_척사 extends \sammo\BaseSpecial{
protected $id = 75;
protected $name = '척사';
protected $info = '[전투] 지역·도시 병종 상대로 대미지 +15%, 아군 피해 -15%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function getWarPowerMultiplier(WarUnit $unit):array{
$opposeCrewType = $unit->getOppose()->getCrewType();
if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
return [1.15, 0.85];
}
return [1, 1];
}
}
+35 -35
View File
@@ -1,36 +1,36 @@
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\che_필살강화_회피불가;
class che_필살 extends \sammo\BaseSpecial{
protected $id = 71;
protected $name = '필살';
protected $info = '[전투] 필살 확률 +20%p, 필살 발동시 대상 회피 불가';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warCriticalRatio'){
return $value + 0.2;
}
return $value;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_필살강화_회피불가($unit)
);
}
<?php
namespace sammo\ActionSpecialWar;
use \sammo\iAction;
use \sammo\General;
use \sammo\SpecialityHelper;
use \sammo\WarUnit;
use sammo\WarUnitTriggerCaller;
use sammo\WarUnitTrigger\che_필살강화_회피불가;
class che_필살 extends \sammo\BaseSpecial{
protected $id = 71;
protected $name = '필살';
protected $info = '[전투] 필살 확률 +25%p, 필살 발동시 대상 회피 불가';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1;
static $type = [
SpecialityHelper::STAT_LEADERSHIP,
SpecialityHelper::STAT_STRENGTH,
SpecialityHelper::STAT_INTEL
];
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'warCriticalRatio'){
return $value + 0.25;
}
return $value;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller(
new che_필살강화_회피불가($unit)
);
}
}
+2 -2
View File
@@ -247,9 +247,9 @@ class WarUnit{
$warPower *= $this->getComputedAtmos();
$warPower /= $oppose->getComputedTrain();
$genDexAtt = $this->getDex($this->getCrewType());
$genDexAtt = $this->getDex($this->getCrewType(), true);
$oppDexDef = $oppose->getDex($this->getCrewType());
$oppDexDef = $oppose->getDex($this->getCrewType(), false);
$warPower *= getDexLog($genDexAtt, $oppDexDef);
+164 -164
View File
@@ -1,165 +1,165 @@
<?php
namespace sammo;
class WarUnitCity extends WarUnit{
use LazyVarUpdater;
protected $hp;
protected $cityRate;
function __construct($raw, $rawNation, int $year, int $month, $cityRate){
$general = new DummyGeneral(false);
$general->setVar('city', $raw['city']);
$general->setVar('nation', $raw['nation']);
$general->initLogger($year, $month);
$this->general = $general;
$this->raw = $raw;
$this->rawNation = $rawNation;
$this->isAttacker = false;
$this->cityRate = $cityRate;
$this->logger = $general->getLogger();
$this->crewType = GameUnitConst::byID(GameUnitConst::CREWTYPE_CASTLE);
$this->hp = $this->getCityVar('def') * 10;
//수비자 보정
if($this->getCityVar('level') == 1){
$this->trainBonus += 5;
}
else if($this->getCityVar('level') == 3){
$this->trainBonus += 5;
}
}
function getName():string{
return $this->getVar('name');
}
function getCityVar(string $key){
return $this->raw[$key];
}
function getComputedAttack(){
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
}
function getComputedDefence(){
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
}
function increaseKilled(int $damage):int{
$this->killed += $damage;
$this->killedCurr += $damage;
return $this->killed;
}
function getComputedTrain(){
return $this->cityRate + $this->trainBonus;
}
function getComputedAtmos(){
return $this->cityRate + $this->atmosBonus;
}
function getHP():int{
return $this->hp;
}
function getDex(GameUnitDetail $crewType){
return ($this->cityRate - 60) * 7200;
}
function decreaseHP(int $damage):int{
$damage = min($damage, $this->hp);
$this->dead += $damage;
$this->deadCurr += $damage;
$this->hp -= $damage;
$this->increaseVarWithLimit('wall', -$damage/20, 0);
return $this->hp;
}
function continueWar(&$noRice):bool{
//전투가 가능하면 true
$noRice = false;
if($this->getHP() <= 0){
return false;
}
//도시 성벽은 쌀이 소모된다고 항복하지 않음
return true;
}
function heavyDecreaseWealth(){
$this->multiplyVar('agri', 0.5);
$this->multiplyVar('comm', 0.5);
$this->multiplyVar('secu', 0.5);
}
function finishBattle(){
if($this->isFinished){
return;
}
$this->clearActivatedSkill();
$this->isFinished = true;
$this->updateVar('def', Util::round($this->getHP() / 10));
$this->updateVar('wall', Util::round($this->getVar('wall')));
//NOTE: 전투로 인한 사망자는 여기서 처리하지 않음
$decWealth = $this->getKilled() / 20;
$this->increaseVarWithLimit('agri', -$decWealth, 0);
$this->increaseVarWithLimit('comm', -$decWealth, 0);
$this->increaseVarWithLimit('secu', -$decWealth, 0);
}
function addConflict():bool{
$conflict = Json::decode($this->getVar('conflict'));
$oppose = $this->getOppose();
$nationID = $oppose->getNationVar('nation');
$newConflict = false;
$dead = max(1, $this->dead);
if(!$conflict || $this->getHP() == 0){ // 선타, 막타 보너스
$dead *= 1.05;
}
if(!$conflict){
$conflict = [$nationID => $dead];
}
else if(key_exists($nationID, $conflict)){
$conflict[$nationID] += $dead;
arsort($conflict);
}
else{
$conflict[$nationID] = $dead;
arsort($conflict);
$newConflict = true;
}
$this->updateVar('conflict', Json::encode($conflict));
return $newConflict;
}
function applyDB(\MeekroDB $db):bool{
$updateVals = $this->getUpdatedValues();
$this->getLogger()->rollback(); //수비 도시의 로그는 기록하지 않음
if(!$updateVals){
return false;
}
$db->update('city', $updateVals, 'city=%i', $this->raw['city']);
$this->flushUpdateValues();
return $db->affectedRows() > 0;
}
<?php
namespace sammo;
class WarUnitCity extends WarUnit{
use LazyVarUpdater;
protected $hp;
protected $cityRate;
function __construct($raw, $rawNation, int $year, int $month, $cityRate){
$general = new DummyGeneral(false);
$general->setVar('city', $raw['city']);
$general->setVar('nation', $raw['nation']);
$general->initLogger($year, $month);
$this->general = $general;
$this->raw = $raw;
$this->rawNation = $rawNation;
$this->isAttacker = false;
$this->cityRate = $cityRate;
$this->logger = $general->getLogger();
$this->crewType = GameUnitConst::byID(GameUnitConst::CREWTYPE_CASTLE);
$this->hp = $this->getCityVar('def') * 10;
//수비자 보정
if($this->getCityVar('level') == 1){
$this->trainBonus += 5;
}
else if($this->getCityVar('level') == 3){
$this->trainBonus += 5;
}
}
function getName():string{
return $this->getVar('name');
}
function getCityVar(string $key){
return $this->raw[$key];
}
function getComputedAttack(){
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
}
function getComputedDefence(){
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
}
function increaseKilled(int $damage):int{
$this->killed += $damage;
$this->killedCurr += $damage;
return $this->killed;
}
function getComputedTrain(){
return $this->cityRate + $this->trainBonus;
}
function getComputedAtmos(){
return $this->cityRate + $this->atmosBonus;
}
function getHP():int{
return $this->hp;
}
function getDex(GameUnitDetail $crewType){
return ($this->cityRate - 60) * 7200;
}
function decreaseHP(int $damage):int{
$damage = min($damage, $this->hp);
$this->dead += $damage;
$this->deadCurr += $damage;
$this->hp -= $damage;
$this->increaseVarWithLimit('wall', -$damage/20, 0);
return $this->hp;
}
function continueWar(&$noRice):bool{
//전투가 가능하면 true
$noRice = false;
if($this->getHP() <= 0){
return false;
}
//도시 성벽은 쌀이 소모된다고 항복하지 않음
return true;
}
function heavyDecreaseWealth(){
$this->multiplyVar('agri', 0.5);
$this->multiplyVar('comm', 0.5);
$this->multiplyVar('secu', 0.5);
}
function finishBattle(){
if($this->isFinished){
return;
}
$this->clearActivatedSkill();
$this->isFinished = true;
$this->updateVar('def', Util::round($this->getHP() / 10));
$this->updateVar('wall', Util::round($this->getVar('wall')));
//NOTE: 전투로 인한 사망자는 여기서 처리하지 않음
$decWealth = $this->getKilled() / 20;
$this->increaseVarWithLimit('agri', -$decWealth, 0);
$this->increaseVarWithLimit('comm', -$decWealth, 0);
$this->increaseVarWithLimit('secu', -$decWealth, 0);
}
function addConflict():bool{
$conflict = Json::decode($this->getVar('conflict'));
$oppose = $this->getOppose();
$nationID = $oppose->getNationVar('nation');
$newConflict = false;
$dead = max(1, $this->dead);
if(!$conflict || $this->getHP() == 0){ // 선타, 막타 보너스
$dead *= 1.05;
}
if(!$conflict){
$conflict = [$nationID => $dead];
}
else if(key_exists($nationID, $conflict)){
$conflict[$nationID] += $dead;
arsort($conflict);
}
else{
$conflict[$nationID] = $dead;
arsort($conflict);
$newConflict = true;
}
$this->updateVar('conflict', Json::encode($conflict));
return $newConflict;
}
function applyDB(\MeekroDB $db):bool{
$updateVals = $this->getUpdatedValues();
$this->getLogger()->rollback(); //수비 도시의 로그는 기록하지 않음
if(!$updateVals){
return false;
}
$db->update('city', $updateVals, 'city=%i', $this->raw['city']);
$this->flushUpdateValues();
return $db->affectedRows() > 0;
}
}
+8 -4
View File
@@ -62,7 +62,7 @@ class WarUnitGeneral extends WarUnit{
function getMaxPhase():int{
$phase = $this->getCrewType()->speed;
$phase = $this->general->onCalcStat($this->general, 'initWarPhase', $phase);
$phase = $this->general->onCalcStat($this->general, 'initWarPhase', $phase, ['isAttacker'=>$this->isAttacker]);
return $phase + $this->bonusPhase;
}
@@ -75,12 +75,16 @@ class WarUnitGeneral extends WarUnit{
}
function getDex(GameUnitDetail $crewType){
return $this->general->getDex($crewType);
$rawDex = $this->general->getDex($crewType);
return $this->general->onCalcStat($this->general, 'dex'.$crewType->armType, $rawDex, [
'isAttacker'=>$this->isAttacker,
'opposeType'=>$this->oppose->getCrewType()
]);
}
function getComputedTrain(){
$train = $this->general->getVar('train');
$train = $this->general->onCalcStat($this->general, 'bonusTrain', $train);
$train = $this->general->onCalcStat($this->general, 'bonusTrain', $train, ['isAttacker'=>$this->isAttacker]);
$train += $this->trainBonus;
return $train;
@@ -88,7 +92,7 @@ class WarUnitGeneral extends WarUnit{
function getComputedAtmos(){
$atmos = $this->general->getVar('atmos');
$atmos = $this->general->onCalcStat($this->general, 'bonusAtmos', $atmos);
$atmos = $this->general->onCalcStat($this->general, 'bonusAtmos', $atmos, ['isAttacker'=>$this->isAttacker]);
$atmos += $this->atmosBonus;
return $atmos;
+37 -40
View File
@@ -1,41 +1,38 @@
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\ObjectTrigger;
use sammo\Util;
class che_격노시도 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
if(!$oppose->hasActivatedSkill('필살') && !$oppose->hasActivatedSkill('회피')){
return true;
}
if($self->hasActivatedSkill('격노불가')){
return true;
}
if($self->isAttacker()){
if(Util::randBool(1/3)){
$self->activateSkill('진노', '격노');
$oppose->deactivateSkill('회피');
}
else if(Util::randBool(1/4)){
$self->activateSkill('격노');
$oppose->deactivateSkill('회피');
}
}
else{
if(Util::randBool(1/2)){
$self->activateSkill('격노');
$oppose->deactivateSkill('회피');
}
}
return true;
}
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\ObjectTrigger;
use sammo\Util;
class che_격노시도 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
if(!$oppose->hasActivatedSkill('필살') && !$oppose->hasActivatedSkill('회피')){
return true;
}
if($self->hasActivatedSkill('격노불가')){
return true;
}
if($oppose->hasActivatedSkill('필살')){
$self->activateSkill('격노');
$oppose->deactivateSkill('회피');
if($self->isAttacker() && Util::randBool(1/3)){
$self->activateSkill('진노');
}
}
else if(Util::randBool(1/4)){
$self->activateSkill('격노');
$oppose->deactivateSkill('회피');
if($self->isAttacker() && Util::randBool(1/3)){
$self->activateSkill('진노');
}
}
return true;
}
}
@@ -0,0 +1,33 @@
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
use sammo\ActionLogger;
class che_돌격지속 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 900;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
/** @var WarUnitGeneral $self */
if($oppose instanceof WarUnitCity){
return true;
}
if(!$self->isAttacker()){
return true;
}
if($self->getPhase() < $self->getMaxPhase() - 1){
return true;
}
$attackCoef = $self->getCrewType()->getAttackCoef($oppose->getCrewType());
if($attackCoef < 1){
return true;
}
$self->addBonusPhase(1);
return true;
}
}
+26 -25
View File
@@ -1,26 +1,27 @@
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
use sammo\ActionLogger;
class che_위압발동 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 700;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
if(!$self->hasActivatedSkill('위압')){
return true;
}
$oppose->getLogger()->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>', ActionLogger::PLAIN);
$self->getLogger()->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>', ActionLogger::PLAIN);
$oppose->setWarPowerMultiply(0);
return true;
}
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
use sammo\ActionLogger;
class che_위압발동 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 700;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
if(!$self->hasActivatedSkill('위압')){
return true;
}
$oppose->getLogger()->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>', ActionLogger::PLAIN);
$self->getLogger()->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>', ActionLogger::PLAIN);
$oppose->setWarPowerMultiply(0);
$oppose->increaseVarWithLimit('atmos', -5, 40);
return true;
}
}
+29 -37
View File
@@ -1,38 +1,30 @@
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\ObjectTrigger;
class che_위압시도 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_BEGIN + 100;
protected $woundMin;
protected $woundMax;
protected $ratio;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
if($self->getPhase() != 0){
return true;
}
if($self->getHP() < 1000){
return true;
}
if($self->getComputedAtmos() < 90){
return true;
}
if($self->getComputedTrain() < 90){
return true;
}
if($self->hasActivatedSkill('위압불가')){
return true;
}
$self->activateSkill('위압');
return true;
}
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\ObjectTrigger;
class che_위압시도 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_BEGIN + 100;
protected $woundMin;
protected $woundMax;
protected $ratio;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
if($self->getPhase() !== 0 && $oppose->getPhase() !== 0){
return true;
}
if($self->hasActivatedSkill('위압불가')){
return true;
}
$self->activateSkill('위압');
$oppose->activateSkill('회피불가', '필살불가', '계략불가');
return true;
}
}
@@ -1,34 +1,35 @@
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
use sammo\ActionLogger;
class che_전투치료발동 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
if(!$self->hasActivatedSkill('치료')){
return true;
}
if($selfEnv['치료발동']??false){
return true;
}
$selfEnv['치료발동'] = true;
$oppose->getLogger()->pushGeneralBattleDetailLog("상대가 <C>치료</>했다!", ActionLogger::PLAIN);
$self->getLogger()->pushGeneralBattleDetailLog("<C>치료</>했다!", ActionLogger::PLAIN);
$oppose->multiplyWarPowerMultiply(1/1.5);
$this->processConsumableItem();
return true;
}
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
use sammo\ActionLogger;
class che_전투치료발동 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
if(!$self->hasActivatedSkill('치료')){
return true;
}
if($selfEnv['치료발동']??false){
return true;
}
$selfEnv['치료발동'] = true;
$oppose->getLogger()->pushGeneralBattleDetailLog("상대가 <C>치료</>했다!", ActionLogger::PLAIN);
$self->getLogger()->pushGeneralBattleDetailLog("<C>치료</>했다!", ActionLogger::PLAIN);
$oppose->multiplyWarPowerMultiply(0.5);
$self->getGeneral()->setVar('injury', 0);
$this->processConsumableItem();
return true;
}
}
@@ -1,31 +1,31 @@
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
class che_전투치료시도 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_PRE + 300;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
if($self->hasActivatedSkill('치료')){
return true;
}
if($self->hasActivatedSkill('치료불가')){
return true;
}
if(!Util::randBool(1/5)){
return true;
}
$self->activateSkill('치료');
return true;
}
<?php
namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral;
use sammo\WarUnitCity;
use sammo\WarUnit;
use sammo\GameUnitDetail;
use sammo\Util;
use sammo\ObjectTrigger;
class che_전투치료시도 extends BaseWarUnitTrigger{
protected $priority = ObjectTrigger::PRIORITY_PRE + 300;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
if($self->hasActivatedSkill('치료')){
return true;
}
if($self->hasActivatedSkill('치료불가')){
return true;
}
if(!Util::randBool(0.4)){
return true;
}
$self->activateSkill('치료');
return true;
}
}