징병창 우선 부활
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+5
-4
@@ -221,7 +221,7 @@ function command_11($turn, $command, bool $is모병 = false) {
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$leader = getGeneralLeadership($me, true, true, true);
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$maxCrew = $leader - Util::round($me['crew']/100);
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$abil = getTechAbil($nation['tech']);
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$abil = getTechAbil($tech);
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$armTypes = [];
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@@ -229,7 +229,7 @@ function command_11($turn, $command, bool $is모병 = false) {
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$armTypeCrews = [];
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foreach(GameUnitConst::byType($armType) as $unit){
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$crewObj = new stdClass;
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$crewObj = new \stdClass;
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if(!$unit->isValid($ownCities, $ownRegions, $relativeYear, $tech)){
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continue; //TODO: 불가능한 병종도 보여줄 필요가 있음.
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}
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@@ -244,7 +244,7 @@ function command_11($turn, $command, bool $is모병 = false) {
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}
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$crewObj->baseRice = $unit->rice * getTechCost($tech);
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$crewObj->baseCost = CharCost($unit->getTechCost($tech), $me['personal']);
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$crewObj->baseCost = CharCost(getTechCost($tech), $me['personal']);
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$armType = $unit->armType;
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if($me['special2'] == 50 && $armType == GameUnitConst::T_FOOTMAN){
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@@ -275,7 +275,7 @@ function command_11($turn, $command, bool $is모병 = false) {
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$crewObj->img = ServConfig::$sharedIconPath."/default.jpg";
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}
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else{
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$crewObj->img = ServConfig::$gameImagePath."/weap{$unit->id}.png";
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$crewObj->img = ServConfig::$gameImagePath."/weap".$unit->id.".png";
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}
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$crewObj->baseRiceShort = round($crewObj->baseRice, 1);
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@@ -304,6 +304,7 @@ function command_11($turn, $command, bool $is모병 = false) {
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'techLevelText'=>getTechCall($tech),
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'tech'=>$tech,
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'leader'=>$leader,
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'crewType'=>GameUnitConst::byId($me['crewtype'])->id,
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'crewTypeName'=>GameUnitConst::byId($me['crewtype'])->name,
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'crew'=>$me['crew'],
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'maxCrew'=>$maxCrew,
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