raw = $raw; $this->rawCity = $city; if(key_exists('last_turn', $this->raw)){ $this->lastTurn = LastTurn::fromJson($this->raw['last_turn']); } $this->resultTurn = new LastTurn(); if($year !== null || $month !== null){ $this->logger = new ActionLogger( $this->getVar('no'), $this->getVar('nation'), $year, $month, false ); } if(!$fullConstruct){ return; } $nationTypeClass = getNationTypeClass($staticNation['type']); $this->nationType = new $nationTypeClass; $this->levelObj = new TriggerGeneralLevel($this->raw, $city); $specialDomesticClass = getGeneralSpecialDomesticClass($raw['special']); $this->specialDomesticObj = new $specialDomesticClass; $specialWarClass = getGeneralSpecialWarClass($raw['special2']); $this->specialWarObj = new $specialWarClass; $personalityClass = getPersonalityClass($raw['personal']); $this->personalityObj = new $personalityClass; $itemClass = getItemClass($raw['item']); if($itemClass !== null){ $this->itemObjs['item'] = new $itemClass; } else{ $this->itemObjs['item'] = new ActionItem\che_Dummy($raw['item']); } //TODO: $specialItemClass 설정 } function deleteItem(){ $this->setVar('item', 0); $this->itemObjs['item'] = new ActionItem\che_Dummy(0); } function getItem():BaseItem{ return $this->itemObjs['item']; } function getLastTurn():LastTurn{ return $this->lastTurn; } function setResultTurn(LastTurn $resultTurn){ $this->resultTurn = $resultTurn; } function getResultTurn():LastTurn{ return $this->resultTurn; } function clearActivatedSkill(){ foreach ($this->activatedSkill as $skillName=>$state) { if (!$state) { continue; } if (!key_exists($skillName, $this->logActivatedSkill)) { $this->logActivatedSkill[$skillName] = 1; } else { $this->logActivatedSkill[$skillName] += 1; } } $this->activatedSkill = []; } function getActivatedSkillLog():array{ return $this->logActivatedSkill; } function hasActivatedSkill(string $skillName):bool{ return $this->activatedSkill[$skillName] ?? false; } function activateSkill(... $skillNames){ foreach($skillNames as $skillName){ $this->activatedSkill[$skillName] = true; } } function deactivateSkill(... $skillNames){ foreach($skillNames as $skillName){ $this->activatedSkill[$skillName] = false; } } function getName():string{ return $this->raw['name']; } function getID():int{ return $this->raw['no']; } function getRawCity():?array{ return $this->rawCity; } function setRawCity(?array $city){ $this->city = $city; } function getCityID():int{ return $this->raw['city']; } function getNationID():int{ return $this->raw['nation']; } function getStaticNation():array{ return getNationStaticInfo($this->raw['nation']); } function getLogger():ActionLogger{ return $this->logger; } public function getNationTypeObj():iAction{ return $this->nationType; } public function getGeneralLevelObj():iAction{ return $this->levelObj; } function getCrewTypeObj():GameUnitDetail{ return GameUnitConst::byID($this->getVar('crewtype')); } //TODO: 장기적으로 General 클래스로 모두 옮겨와야함. function getLeadership($withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{ return getGeneralLeadership($this->raw, $withInjury, $withItem, $withStatAdjust, $useFloor); } function getPower($withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{ return getGeneralPower($this->raw, $withInjury, $withItem, $withStatAdjust, $useFloor); } function getIntel($withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{ return getGeneralIntel($this->raw, $withInjury, $withItem, $withStatAdjust, $useFloor); } function addDex(GameUnitDetail $crewType, float $exp, bool $affectTrainAtmos=false){ $armType = $crewType->armType; if($armType == GameUnitConst::T_CASTLE){ $armType = GameUnitConst::T_SIEGE; } if($armType < 0){ return; } if($armType == GameUnitConst::T_WIZARD) { $exp *= 0.9; } else if($armType == GameUnitConst::T_SIEGE) { $exp *= 0.9; } if($affectTrainAtmos){ $exp *= ($this->getVar('train') + $this->getVar('atmos')) / 200; } $ntype = $armType*10; $dexType = "dex{$ntype}"; $this->increaseVar($dexType, $exp); } /** * @param \MeekroDB $db */ function kill($db){ $gameStor = KVStorage::getStorage($db, 'game_env'); $generalID = $this->getRaw('no'); $logger = $this->getLogger(); $generalName = $this->getName(); // 군주였으면 유지 이음 if($this->getRaw('level') == 12) { nextRuler($this); } //도시의 태수, 군사, 시중직도 초기화 $db->update('city', [ 'gen1'=>0, ], 'gen1=%i', $generalID); $db->update('city', [ 'gen2'=>0, ], 'gen2=%i', $generalID); $db->update('city', [ 'gen3'=>0, ], 'gen3=%i', $generalID); // 부대 처리 $troopID = $this->getRaw('troop'); $troopLeaderID = $db->queryFirstField('SELECT `no` FROM troop WHERE troop=%i', $troopID); if($troopLeaderID == $generalID){ //부대장일 경우 // 모두 탈퇴 $db->update('general', [ 'troop'=>0 ], 'troop=%i', $troopID); // 부대 삭제 $db->delete('troop', 'troop=%i', $troopID); } $dyingMessage = new TextDecoration\DyingMessage($general['name'], $general['npc']); $logger->pushGlobalActionLog($dyingMessage->getText()); $db->delete('general', 'no=%i', $generalID); $this->updatedVar = []; $db->update('nation', [ 'gennum'=>$db->sqleval('gennum - 1') ], 'nation=%i', $this->getVar('nation')); } function rebirth(){ $logger = $this->getLogger(); $generalName = $this->getName(); $this->multiplyVarWithLimit('leader', 0.85, 10); $this->multiplyVarWithLimit('power', 0.85, 10); $this->multiplyVarWithLimit('intel', 0.85, 10); $this->setVar('injury', 0); $this->multiplyVar('experience', 0.5); $this->multiplyVar('dedication', 0.5); $this->setVar('firenum', 0); $this->setVar('warnum', 0); $this->setVar('killnum', 0); $this->setVar('killcrew', 0); $this->setVar('age', 20); $this->setVar('specage', 0); $this->setVar('specage2', 0); $this->multiplyVar('dex0', 0.5); $this->multiplyVar('dex10', 0.5); $this->multiplyVar('dex20', 0.5); $this->multiplyVar('dex30', 0.5); $this->multiplyVar('dex40', 0.5); $josaYi = JosaUtil::pick($generalName, '이'); $logger->pushGlobalActionLog("{$generalName}{$josaYi} 은퇴하고 그 자손이 유지를 이어받았습니다."); $logger->pushGeneralActionLog('나이가 들어 은퇴하고 자손에게 자리를 물려줍니다.', ActionLogger::PLAIN); $logger->pushGeneralHistoryLog('나이가 들어 은퇴하고, 자손에게 관직을 물려줌'); } /** * @param \MeekroDB $db */ function applyDB($db):bool{ if($this->lastTurn && $this->getLastTurn() != $this->getResultTurn()){ $this->setVar('last_turn', $this->getResultTurn()->toJson()); } $updateVals = $this->getUpdatedValues(); if(!$updateVals){ return false; } $db->update('general', $updateVals, 'no=%i', $this->raw['no']); $this->getLogger()->flush(); return $db->affectedRows() > 0; } function checkStatChange():bool{ $logger = $this->getLogger(); $limit = GameConst::$upgradeLimit; $table = [ ['통솔', 'leader'], ['무력', 'power'], ['지력', 'intel'], ]; $result = false; foreach($table as [$statNickName, $statName]){ $statExpName = $statName.'2'; if($this->getVar($statExpName) < 0){ $logger->pushGeneralActionLog("{$statNickName}이 1 떨어졌습니다!", ActionLogger::PLAIN); $this->increaseVar($statExpName, $limit); $this->increaseVar($statName, -1); $result = true; } else if($this->getVar($statExpName) >= $limit){ $logger->pushGeneralActionLog("{$statNickName}이 1 올랐습니다!", ActionLogger::PLAIN); $this->increaseVar($statExpName, -$limit); $this->increaseVar($statName, 1); $result = true; } } return $result; } public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{ $caller = new GeneralTriggerCaller(); foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $caller->merge($iObj->getPreTurnExecuteTriggerList($general)); } if($caller->isEmpty()){ return null; } return $caller; } public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{ foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $value = $iObj->onCalcDomestic($turnType, $varType, $value); } return $value; } public function onPreGeneralStatUpdate(General $general, string $statName, $value){ //xxx: $general? foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $value = $iObj->onPreGeneralStatUpdate($this, $statName, $value); } return $value; } public function onCalcStrategic(string $turnType, string $varType, $value){ foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $value = $iObj->onCalcStrategic($turnType, $varType, $value); } return $value; } public function onCalcNationalIncome(string $type, int $amount):int{ foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $amount = $iObj->onCalcNationalIncome($type, $amount); } return $amount; } public function getWarPowerMultiplier(WarUnit $unit):array{ //xxx:$unit $att = 1; $def = 1; foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ [$attV, $defV] = $iObj->getWarPowerMultiplier($unit); $att *= $attV; $def *= $defV; } return [$att, $def]; } public function getBattleInitSkillTriggerList(WarUnit $unit):array{ $caller = new WarUnitTriggerCaller(); foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $caller->merge($iObj->getBattleInitSkillTriggerList($unit)); } if($caller->isEmpty()){ return null; } return $caller; } public function getBattlePhaseSkillTriggerList(WarUnit $unit):array{ $caller = new WarUnitTriggerCaller(); foreach(array_merge([ $this->nationType, $this->levelObj, $this->specialDomesticObj, $this->specialWarObj, $this->personalityObj, ], $this->itemObjs) as $iObj){ if(!$iObj){ continue; } /** @var iAction $iObj */ $caller->merge($iObj->getBattlePhaseSkillTriggerList($unit)); } if($caller->isEmpty()){ return null; } return $caller; } static public function createGeneralObjFromDB(int $generalID, ?array $column=null, int $constructMode=2):self{ $db = DB::db(); if($constructMode > 0){ $gameStor = KVStorage::getStorage($db, 'game_env'); [$year, $month] = $gameStor->getValuesAsArray(['year', 'month']); } else{ $year = null; $month = null; } $minimumColumn = ['no', 'name', 'city', 'nation', 'level']; $defaultEventColumn = [ 'no', 'name', 'city', 'nation', 'level', 'special', 'special2', 'personal', 'horse', 'weap', 'book', 'item', 'last_turn' ]; $fullColumn = [ 'no', 'name', 'name2', 'picture', 'imgsvr', 'nation', 'nations', 'city', 'troop', 'injury', 'affinity', 'leader', 'leader2', 'power', 'power2', 'intel', 'intel2', 'weap', 'book', 'horse', 'item', 'experience', 'dedication', 'level', 'gold', 'rice', 'crew', 'crewtype', 'train', 'atmos', 'turntime', 'makenation', 'makelimit', 'killturn', 'block', 'dedlevel', 'explevel', 'age', 'belong', 'personal', 'special', 'special2', 'term', 'mode', 'npc', 'npc_org', 'deadyear', 'npcmsg', 'dex0', 'dex10', 'dex20', 'dex30', 'dex40', 'warnum', 'killnum', 'deathnum', 'killcrew', 'deathcrew', 'recwar', 'last_turn' ]; if($column === null){ $column = $fullColumn; } else if($constructMode > 1){ $column = array_unique(array_merge($defaultEventColumn, $column)); } else{ $column = array_unique(array_merge($minimumColumn, $column)); } $rawGeneral = $db->queryFirstRow('SELECT $lb FROM general WHERE no = %i', $generalID); if(!$rawGeneral){ return new DummyGeneral($constructMode > 0); } $general = new static($rawGeneral, null, $year, $month, $constructMode > 1); return $general; } }