arg = null; return true; } protected function init(){ $general = $this->generalObj; $this->setNation(['gennum', 'scout']); $env = $this->env; $relYear = $env['year'] - $env['startyear']; [$reqGold, $reqRice] = $this->getCost(); if($relYear < 3){ $this->runnableConstraints = [ ConstraintHelper::AlwaysFail('현재 초반 제한중입니다.') ]; return; } $this->runnableConstraints=[ ConstraintHelper::BeChief(), ConstraintHelper::NotBeNeutral(), ConstraintHelper::OccupiedCity(), ConstraintHelper::AvailableStrategicCommand() ]; } public function getCommandDetailTitle():string{ $name = $this->getName(); $reqTurn = $this->getPreReqTurn()+1; $postReqTurn = $this->getPostReqTurn(); return "{$name}/{$reqTurn}턴(전략$postReqTurn)"; } public function getCost():array{ return [0, 0]; } public function getPreReqTurn():int{ return 2; } public function getPostReqTurn():int{ $genCount = Util::valueFit($this->nation['gennum'], GameConst::$initialNationGenLimit); $nextTerm = Util::round(sqrt($genCount*10)*10); $nextTerm = $this->generalObj->onCalcStrategic($this->getName(), 'delay', $nextTerm); return $nextTerm; } public function run():bool{ if(!$this->isRunnable()){ throw new \RuntimeException('불가능한 커맨드를 강제로 실행 시도'); } $db = DB::db(); $env = $this->env; $general = $this->generalObj; $date = $general->getTurnTime($general::TURNTIME_HM); $nationID = $general->getNationID(); $genCount = $db->queryFirstField('SELECT count(no) FROM general WHERE nation=%i AND npc < 2', $nationID); $npcCount = $db->queryFirstField('SELECT count(no) FROM general WHERE nation=%i AND npc = 3', $nationID); $npcOtherCount = $db->queryFirstField('SELECT count(no) FROM general WHERE nation!=%i AND npc = 3', $nationID); $genCount = Util::valueFit($genCount, 1); $npcCount = Util::valueFit($npcCount, 1); $npcOtherCountScore = Util::round(sqrt($npcOtherCount + 1)) - 1; //TODO: 수식 재 설계 $randPick = 1 / (sqrt($genCount * $npcCount * $npcCount) + $npcOtherCount); $logger = $general->getLogger(); if(!Util::randBool($randPick)){ $logger->pushGeneralActionLog("인재를 찾을 수 없었습니다. <1>$date"); $incStat = Util::choiceRandomUsingWeight([ 'leadership2'=>$general->getLeadership(false, false, false, false), 'strength2'=>$general->getStrength(false, false, false, false), 'intel2'=>$general->getIntel(false, false, false, false) ]); [$reqGold, $reqRice] = $this->getCost(); $exp = 100; $ded = 70; $exp = $general->onCalcStat($general, 'experience', $exp); $ded = $general->onCalcStat($general, 'dedication', $ded); $general->increaseVarWithLimit('gold', -$reqGold, 0); $general->increaseVarWithLimit('rice', -$reqRice, 0); $general->increaseVar('experience', $exp); $general->increaseVar('dedication', $ded); $general->increaseVar($incStat, 1); $general->setResultTurn(new LastTurn(static::getName(), $this->arg)); $general->checkStatChange(); tryUniqueItemLottery($general); $general->applyDB($db); return true; } //인간적으로 너무 길어서 끊었다! $exp = 200; $ded = 300; if($env['scenario'] < 100){ $pickTypeList = ['무'=>4, '지'=>6]; } else{ $pickTypeList = ['무'=>4, '지'=>4, '무지'=>2]; } $pickType = Util::choiceRandomUsingWeightPair($pickTypeList); $mainStat = GameConst::$defaultStatMax - Util::randRangeInt(0, 10); $otherStat = GameConst::$defaultStatMin + Util::randRangeInt(0, 5); $subStat = GameConst::$defaultStatTotal - $mainStat - $otherStat; if($subStat < GameConst::$defaultStatMin){ $subStat = $otherStat; $otherStat = GameConst::$defaultStatMin; $mainStat = GameConst::$defaultStatTotal - $subStat - $otherStat; if($mainStat){ throw new \LogicException('기본 스탯 설정값이 잘못되어 있음'); } } $avgGen = $db->queryFirstRow( 'SELECT max(leadership+strength+intel) as stat_sum, avg(dedication) as ded,avg(experience) as exp, avg(dex0) as dex0, avg(dex10) as dex10, avg(dex20) as dex20, avg(dex30) as dex30, avg(dex40) as dex40 from general where nation=%i', $nationID ); if($pickType == '무'){ $leadership = $subStat; $strength = $mainStat; $intel = $otherStat; } else if($pickType == '지'){ $leadership = $subStat; $strength = $otherStat; $intel = $mainStat; } else{ $leadership = $otherStat; $strength = $subStat; $intel = $mainStat; } // 국내 최고능치 기준으로 랜덤성 스케일링 $maxLPI = $avgGen['stat_sum']; if($maxLPI > 210) { $leadership *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.6, 0.9); $strength *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.6, 0.9); $intel *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.6, 0.9); } elseif($maxLPI > 180) { $leadership *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.75, 0.95); $strength *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.75, 0.95); $intel *= $avgGen['stat_sum'] / GameConst::$defaultStatTotal * Util::randRange(0.75, 0.95); } else { $leadership *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.9, 1); $strength *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.9, 1); $intel *= $maxLPI / GameConst::$defaultStatTotal * Util::randRange(0.9, 1); } $leadership = Util::round($leadership); $strength = Util::round($strength); $intel = Util::round($intel); $isOurNation = $this->nation['scout'] == 0; $age = $env['year'] - 20; $newNPC = new \sammo\Scenario\NPC( Util::randRangeInt(1, 150), \sammo\getRandGenName(), null, $isOurNation?$nationID:0, $general->getCityID(), $leadership, $strength, $intel, $isOurNation?1:0, $age, $env['year'] + Util::randRangeInt(10, 50), null, null ); $newNPC->npc = 3; $newNPC->setMoney(100, 100); $newNPC->setExpDed($avgGen['exp'], $avgGen['ded']); $newNPC->setSpecYear( Util::round((80 - $age)/12) + $age, Util::round((80 - $age)/3) + $age ); $newNPC->setDex( $avgGen['dex0'], $avgGen['dex10'], $avgGen['dex20'], $avgGen['dex30'], $avgGen['dex40'] ); $newNPC->build($this->env); $npcName = $newNPC->realName; $josaRa = JosaUtil::pick($npcName, '라'); if($isOurNation){ $scoutType = '영입'; $db->update('nation', [ 'gennum'=>$db->sqleval('gennum + 1') ], 'nation=%i', $nationID); } else{ $scoutType = '발견'; } $generalName = $general->getName(); $josaYi = JosaUtil::pick($generalName, '이'); $logger->pushGeneralActionLog("$npcName{$josaRa}는 인재를 {$scoutType}하였습니다! <1>$date"); $logger->pushGlobalActionLog("{$generalName}{$josaYi} $npcName{$josaRa}는 인재를 {$scoutType}하였습니다!"); $logger->pushGeneralHistoryLog("$npcName{$josaRa}는 인재를 {$scoutType}"); $incStat = Util::choiceRandomUsingWeight([ 'leadership2'=>$general->getLeadership(false, false, false, false), 'strength2'=>$general->getStrength(false, false, false, false), 'intel2'=>$general->getIntel(false, false, false, false) ]); [$reqGold, $reqRice] = $this->getCost(); $exp = 200; $ded = 300; $exp = $general->onCalcStat($general, 'experience', $exp); $ded = $general->onCalcStat($general, 'dedication', $ded); $general->increaseVarWithLimit('gold', -$reqGold, 0); $general->increaseVarWithLimit('rice', -$reqRice, 0); $general->increaseVar('experience', $exp); $general->increaseVar('dedication', $ded); $general->increaseVar($incStat, 3); $general->setResultTurn(new LastTurn(static::getName(), $this->arg)); $general->checkStatChange(); tryUniqueItemLottery($general); $general->applyDB($db); return true; return true; } }