363 lines
11 KiB
PHP
363 lines
11 KiB
PHP
<?php
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namespace sammo;
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use sammo\GameUnitConstraint\BaseGameUnitConstraint;
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class GameUnitDetail implements iAction
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{
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use DefaultAction;
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public $id;
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public $armType;
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public $name;
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public $attack;
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public $defence;
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public $speed;
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public $avoid;
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public $magicCoef;
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public $cost;
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public $rice;
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public $attackCoef;
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public $defenceCoef;
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public $initSkillTrigger;
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public $phaseSkillTrigger;
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/** @var iAction[]|null iActionList */
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public $iActionList;
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public array $reqConstraints;
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public function __construct(
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int $id,
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int $armType,
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string $name,
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int $attack,
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int $defence,
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int $speed,
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int $avoid,
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float $magicCoef,
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int $cost,
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int $rice,
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array $reqConstraints,
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array $attackCoef,
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array $defenceCoef,
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public readonly array $info,
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?array $initSkillTrigger,
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?array $phaseSkillTrigger,
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?array $iActionList,
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) {
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$this->id = $id;
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$this->name = $name;
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$this->armType = $armType;
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$this->attack = $attack;
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$this->defence = $defence;
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$this->speed = $speed;
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$this->avoid = $avoid;
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$this->magicCoef = $magicCoef;
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$this->cost = $cost;
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$this->rice = $rice;
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$this->reqConstraints = [];
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foreach($reqConstraints as $constraint){
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$className = Util::getClassNameFromObj($constraint);
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if(!key_exists($className, $this->reqConstraints)){
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$this->reqConstraints[$className] = $constraint;
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}
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else{
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$this->reqConstraints[] = $constraint;
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}
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}
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$this->attackCoef = $attackCoef;
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$this->defenceCoef = $defenceCoef;
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$this->initSkillTrigger = $initSkillTrigger;
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$this->phaseSkillTrigger = $phaseSkillTrigger;
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$this->iActionList = [];
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foreach($iActionList ?? [] as $rawAction){
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$action = buildActionCrewTypeClass($rawAction);
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if(!$action){
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continue;
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}
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$this->iActionList[] = $action;
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}
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}
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public function reqTech(): int {
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$reqTechObj = $this->reqConstraints['ReqTech'] ?? null;
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if($reqTechObj === null){
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return 0;
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}
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return $reqTechObj->reqTech;
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}
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public function reqRegions(): ?array {
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$reqRegionsObj = $this->reqConstraints['ReqRegions'] ?? null;
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if($reqRegionsObj === null){
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return null;
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}
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return $reqRegionsObj->reqRegions;
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}
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public function reqCities(): ?array {
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$reqCitiesObj = $this->reqConstraints['ReqCities'] ?? null;
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if($reqCitiesObj === null){
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return null;
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}
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return $reqCitiesObj->reqCities;
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}
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public function getInfo(): string
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{
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return join("\n<br>", $this->info);
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}
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public function getShortName(): string
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{
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return StringUtil::subStringForWidth($this->name, 0, 4);
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}
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public function riceWithTech(int $tech, int $crew = 100): float
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{
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return $this->rice * getTechCost($tech) * $crew / 100;
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}
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public function costWithTech(int $tech, int $crew = 100): float
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{
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return $this->cost * getTechCost($tech) * $crew / 100;
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}
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public function getAttackCoef(GameUnitDetail $opposeCrewType): float
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{
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$opposeCrewTypeID = $opposeCrewType->id;
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if (key_exists($opposeCrewTypeID, $this->attackCoef)) {
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return $this->attackCoef[$opposeCrewTypeID];
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}
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$opposeArmType = $opposeCrewType->armType;
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return $this->attackCoef[$opposeArmType] ?? 1;
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}
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public function getDefenceCoef(GameUnitDetail $opposeCrewType): float
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{
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$opposeCrewTypeID = $opposeCrewType->id;
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if (key_exists($opposeCrewTypeID, $this->defenceCoef)) {
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return $this->defenceCoef[$opposeCrewTypeID];
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}
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$opposeArmType = $opposeCrewType->armType;
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return $this->defenceCoef[$opposeArmType] ?? 1;
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}
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public function getComputedAttack(General $general, int $tech)
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{
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if ($this->armType == GameUnitConst::T_WIZARD) {
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$ratio = $general->getIntel(true, true, true) * 2 - 40;
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} else if ($this->armType == GameUnitConst::T_SIEGE) {
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$ratio = $general->getLeadership(true, true, true) * 2 - 40;
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} else if ($this->armType == GameUnitConst::T_MISC) {
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$ratio = $general->getIntel(true, true, true) +
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$general->getLeadership(true, true, true) +
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$general->getStrength(true, true, true);
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$ratio = $ratio * 2 / 3 - 40;
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} else {
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$ratio = $general->getStrength(true, true, true) * 2 - 40;
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}
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if ($ratio < 10) {
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$ratio = 10;
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}
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if ($ratio > 100) {
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$ratio = 50 + $ratio / 2;
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}
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$att = $this->attack + getTechAbil($tech);
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return $att * $ratio / 100;
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}
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public function getComputedDefence(General $general, int $tech)
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{
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$def = $this->defence + getTechAbil($tech);
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$crew = ($general->getVar('crew') / (7000 / 30)) + 70;
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return $def * $crew / 100;
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}
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public function getCriticalRatio(General $general)
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{
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if ($this->armType == GameUnitConst::T_CASTLE) {
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//성벽은 필살을 사용하지 않는다.
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return 0;
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}
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// 무장 무력 : 65 5%, 70 10%, 75 15%, 80 20%
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// 지장 지력 : 65 5%, 70 8%, 75 10%, 80 13%
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//충차장 통솔: 65 5%, 70 8%, 75 10%, 80 13%
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if ($this->armType == GameUnitConst::T_WIZARD) {
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$mainstat = $general->getIntel(false, true, true, false);
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$coef = 0.4;
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} else if ($this->armType == GameUnitConst::T_SIEGE) {
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$mainstat = $general->getLeadership(false, true, true, false);
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$coef = 0.4;
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} else if ($this->armType == GameUnitConst::T_MISC) {
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$mainstat = $general->getIntel(false, true, true, false) +
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$general->getLeadership(false, true, true, false) +
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$general->getStrength(false, true, true, false);
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$mainstat /= 3;
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$coef = 0.4;
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} else {
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$mainstat = $general->getStrength(false, true, true, false);
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$coef = 0.5;
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}
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$ratio = Util::valueFit($mainstat - 65, 0);
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$ratio *= $coef;
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return min(50, $ratio) / 100;
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}
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public function pickScore($tech)
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{
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$defaultWar = GameConst::$armperphase + $this->attack + $this->defence + getTechAbil($tech) * 2;
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$defaultWar *= 1 + $this->speed / 2;
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$defaultWar /= Util::valueFit(1 - $this->avoid / 100, 0.1);
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$defaultWar *= 1 + $this->magicCoef / 2;
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return $defaultWar;
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}
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public function isValid(General $general, $ownCities, $ownRegions, $relativeYear, $tech, $nationAux)
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{
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//음수 없음
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$relativeYear = max(0, $relativeYear);
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foreach($this->reqConstraints as $constraint){
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if(!$constraint->test($general, $ownCities, $ownRegions, $relativeYear, $tech, $nationAux)){
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return false;
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}
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}
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return true;
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}
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//iAction
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public function getBattleInitSkillTriggerList(WarUnit $unit): ?WarUnitTriggerCaller
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{
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if (!$this->initSkillTrigger) {
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return null;
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}
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$triggerList = [];
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foreach ($this->initSkillTrigger as $triggerArgs) {
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if (is_string($triggerArgs)) {
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$typeName = $triggerArgs;
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$triggerList[] = buildWarUnitTriggerClass($typeName, $unit);
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} else {
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$typeName = $triggerArgs[0];
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//WarUnit 다음 인자는 $raiseType이며, 0이어야할 것이다
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$triggerArgs[0] = 0;
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$triggerList[] = buildWarUnitTriggerClass($typeName, $unit, $triggerArgs);
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}
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}
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return new WarUnitTriggerCaller(...$triggerList);
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}
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public function getBattlePhaseSkillTriggerList(WarUnit $unit): ?WarUnitTriggerCaller
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{
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if (!$this->phaseSkillTrigger) {
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return null;
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}
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$triggerList = [];
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foreach ($this->phaseSkillTrigger as $triggerArgs) {
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if (is_string($triggerArgs)) {
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$typeName = $triggerArgs;
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$triggerList[] = buildWarUnitTriggerClass($typeName, $unit);
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} else {
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$typeName = $triggerArgs[0];
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//WarUnit 다음 인자는 $raiseType이며, 0이어야할 것이다
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$triggerArgs[0] = 0;
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$triggerList[] = buildWarUnitTriggerClass($typeName, $unit, $triggerArgs);
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}
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}
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return new WarUnitTriggerCaller(...$triggerList);
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}
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public function onCalcDomestic(string $turnType, string $varType, float $value, $aux = null): float
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{
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if (!$this->iActionList) {
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return $value;
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}
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foreach ($this->iActionList as $iAction) {
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$value = $iAction->onCalcDomestic($turnType, $varType, $value, $aux);
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}
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return $value;
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}
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public function onCalcStat(General $general, string $statName, $value, $aux = null)
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{
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if (!$this->iActionList) {
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return $value;
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}
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foreach ($this->iActionList as $iAction) {
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$value = $iAction->onCalcStat($general, $statName, $value, $aux);
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}
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return $value;
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}
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public function onCalcOpposeStat(General $general, string $statName, $value, $aux = null)
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{
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if (!$this->iActionList) {
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return $value;
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}
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foreach ($this->iActionList as $iAction) {
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$value = $iAction->onCalcOpposeStat($general, $statName, $value, $aux);
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}
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return $value;
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}
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public function onCalcStrategic(string $turnType, string $varType, $value)
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{
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if (!$this->iActionList) {
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return $value;
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}
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foreach ($this->iActionList as $iAction) {
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$value = $iAction->onCalcStrategic($turnType, $varType, $value);
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}
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return $value;
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}
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public function onCalcNationalIncome(string $type, $amount)
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{
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if (!$this->iActionList) {
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return $amount;
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}
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foreach ($this->iActionList as $iAction) {
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$amount = $iAction->onCalcNationalIncome($type, $amount);
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}
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return $amount;
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}
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public function getWarPowerMultiplier(WarUnit $unit): array
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{
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if (!$this->iActionList) {
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return [1, 1];
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}
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$attack = 1;
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$defence = 1;
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foreach ($this->iActionList as $iAction) {
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$attack *= $iAction->getWarPowerMultiplier($unit)[0];
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$defence *= $iAction->getWarPowerMultiplier($unit)[1];
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}
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return [$attack, $defence];
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}
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public function onArbitraryAction(General $general, RandUtil $rng, string $actionType, ?string $phase = null, ?array $aux = null): null|array
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{
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if (!$this->iActionList) {
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return $aux;
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}
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foreach ($this->iActionList as $iAction) {
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$aux = $iAction->onArbitraryAction($general, $rng, $actionType, $phase, $aux);
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}
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return $aux;
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}
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}
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