Files
core/hwe/process_war.php
T

824 lines
32 KiB
PHP

<?php
namespace sammo;
use sammo\Enums\EventTarget;
function processWar(string $warSeed, General $attackerGeneral, array $rawAttackerNation, array $rawDefenderCity)
{
$rng = new RandUtil(new LiteHashDRBG($warSeed));
$db = DB::db();
$attackerNationID = $attackerGeneral->getNationID();
$defenderNationID = $rawDefenderCity['nation'];
if ($defenderNationID == 0) {
$rawDefenderNation = [
'nation' => 0,
'name' => '재야',
'capital' => 0,
'level' => 0,
'gold' => 0,
'rice' => 10000,
'type' => GameConst::$neutralNationType,
'tech' => 0,
'gennum' => 1
];
} else {
$rawDefenderNation = $db->queryFirstRow('SELECT nation,`level`,`name`,capital,gennum,tech,`type`,gold,rice FROM nation WHERE nation = %i', $defenderNationID);
}
$gameStor = KVStorage::getStorage($db, 'game_env');
[$startYear, $year, $month, $joinMode] = $gameStor->getValuesAsArray(['startyear', 'year', 'month', 'join_mode']);
$attacker = new WarUnitGeneral($rng, $attackerGeneral,$rawAttackerNation, true);
$city = new WarUnitCity($rng, $rawDefenderCity, $rawDefenderNation, $year, $month, $startYear);
$defenderIDList = $db->queryFirstColumn('SELECT no FROM general WHERE nation=%i AND city=%i AND nation!=0 and crew > 0 and rice>(crew/100) and train>=defence_train and atmos>=defence_train', $city->getVar('nation'), $city->getVar('city'));
$defenderGeneralList = General::createGeneralObjListFromDB($defenderIDList, null, 2);
/** @var WarUnit[] */
$defenderList = [];
foreach($defenderGeneralList as $defenderGeneral){
$defenderCandidate = new WarUnitGeneral($rng, $defenderGeneral, $rawDefenderNation, false);
if(extractBattleOrder($defenderCandidate, $attacker) <= 0){
continue;
}
$defenderList[] = $defenderCandidate;
}
if(count($defenderList) && extractBattleOrder($city, $attacker) > 0){
$defenderList[] = $city;
}
usort($defenderList, function (WarUnit $lhs, WarUnit $rhs) use ($attacker) {
return - (extractBattleOrder($lhs, $attacker) <=> extractBattleOrder($rhs, $attacker));
});
$iterDefender = new \ArrayIterator($defenderList);
$iterDefender->rewind();
$getNextDefender = function (?WarUnit $prevDefender, bool $reqNext) use ($iterDefender, $db, $attacker) {
if ($prevDefender !== null) {
$prevDefender->applyDB($db);
}
if (!$reqNext) {
return null;
}
if (!$iterDefender->valid()) {
return null;
}
/** @var WarUnit */
$nextDefender = $iterDefender->current();
if (extractBattleOrder($nextDefender, $attacker) <= 0) {
return null;
}
$iterDefender->next();
return $nextDefender;
};
$conquerCity = processWar_NG($warSeed, $attacker, $getNextDefender, $city);
$attacker->applyDB($db);
//NOTE: $rawAttackerNation과 $rawDefenderNation은 전투중에 '바뀌지 않음'을 전제로 하고 있다. (현재 구현도 그렇게 되어있음)
$rawDefenderCity = $city->getRaw();
$updateAttackerNation = [];
$updateDefenderNation = [];
if ($city->getVar('supply')) {
if ($city->getPhase() > 0) {
$rice = $city->getKilled() / 100 * 0.8;
$rice *= $city->getCrewType()->rice;
$rice *= getTechCost($rawDefenderNation['tech']);
$rice *= $city->getCityTrainAtmos() / 100 - 0.2;
Util::setRound($rice);
$updateDefenderNation['rice'] = max(0, $rawDefenderNation['rice'] - $rice);
} else if ($conquerCity) {
if ($rawDefenderNation['capital'] == $rawDefenderCity['city']) {
$updateDefenderNation['rice'] = $rawDefenderNation['rice'] + 1000;
} else {
$updateDefenderNation['rice'] = $rawDefenderNation['rice'] + 500;
}
}
}
$totalDead = $attacker->getKilled() + $attacker->getDead();
$db->update('city', [
'dead' => $db->sqleval('dead + %i', $totalDead * 0.4)
], 'city=%i', $attackerGeneral->getCityID());
$db->update('city', [
'dead' => $db->sqleval('dead + %i', $totalDead * 0.6)
], 'city=%i', $rawDefenderCity['city']);
$attackerIncTech = buildNationTypeClass($rawAttackerNation['type'])->onCalcDomestic('기술', 'score', $attacker->getDead() * 0.012);
$defenderIncTech = buildNationTypeClass($rawDefenderNation['type'])->onCalcDomestic('기술', 'score', $attacker->getKilled() * 0.009);
$attackerGenCnt = $rawAttackerNation['gennum'];
$defenderGenCnt = $rawDefenderNation['gennum'];
$attackerGenCnt_eff = $db->queryFirstField('SELECT count(no) FROM general WHERE nation=%i AND npc != 5', $rawAttackerNation['nation']);
$defenderGenCnt_eff = $db->queryFirstField('SELECT count(no) FROM general WHERE nation=%i AND npc != 5', $rawDefenderNation['nation']);
if ($attackerGenCnt_eff < GameConst::$initialNationGenLimit) {
$attackerGenCnt = GameConst::$initialNationGenLimit;
$attackerGenCnt_eff = GameConst::$initialNationGenLimit;
}
if ($defenderGenCnt_eff < GameConst::$initialNationGenLimit) {
$defenderGenCnt = GameConst::$initialNationGenLimit;
$defenderGenCnt_eff = GameConst::$initialNationGenLimit;
}
if ($attackerGenCnt != $attackerGenCnt_eff) {
$attackerIncTech *= $attackerGenCnt / $attackerGenCnt_eff;
}
if ($defenderGenCnt != $defenderGenCnt_eff) {
$defenderIncTech *= $defenderGenCnt / $defenderGenCnt_eff;
}
if (TechLimit($startYear, $year, $rawAttackerNation['tech'])) {
$attackerIncTech /= 4;
}
if (TechLimit($startYear, $year, $rawDefenderNation['tech'])) {
$defenderIncTech /= 4;
}
$updateAttackerNation['tech'] = $db->sqleval(
'tech + %d',
$attackerIncTech / max(GameConst::$initialNationGenLimit, $rawAttackerNation['gennum'])
);
$updateDefenderNation['tech'] = $db->sqleval(
'tech + %d',
$defenderIncTech / max(GameConst::$initialNationGenLimit, $rawDefenderNation['gennum'])
);
$db->update('nation', $updateAttackerNation, 'nation=%i', $attackerNationID);
$db->update('nation', $updateDefenderNation, 'nation=%i', $defenderNationID);
$db->update('diplomacy', [
'dead' => $db->sqleval('dead + %i', $attacker->getDead())
], 'me = %i and you = %i', $attackerNationID, $defenderNationID);
$db->update('diplomacy', [
'dead' => $db->sqleval('dead + %i', $attacker->getKilled())
], 'me = %i and you = %i', $defenderNationID, $attackerNationID);
if (!$conquerCity) {
return;
}
ConquerCity([
'startyear' => $startYear,
'year' => $year,
'month' => $month,
'join_mode' => $joinMode,
], $attacker->getGeneral(), $city->getRaw());
}
function extractBattleOrder(WarUnit $defender, WarUnit $attacker)
{
if($defender instanceof WarUnitCity){
if(!($attacker instanceof WarUnitGeneral)){
return 0;
}
$attackerGeneral = $attacker->getGeneral();
return $attackerGeneral->onCalcOpposeStat($defender->getGeneral(), 'cityBattleOrder', -1);
}
$general = $defender->getGeneral();
if ($general->getVar('crew') == 0) {
return 0;
}
if ($general->getVar('rice') <= $general->getVar('crew') / 100) {
return 0;
}
$defence_train = $general->getVar('defence_train');
if ($general->getVar('train') < $defence_train) {
return 0;
}
if ($general->getVar('atmos') < $defence_train) {
return 0;
}
$realStat = $general->getLeadership() + $general->getStrength() + $general->getIntel();
$fullStat = $general->getLeadership(false) + $general->getStrength(false) + $general->getIntel(false);
$totalStat = ($realStat + $fullStat) / 2;
$totalCrew = $general->getVar('crew') / 1000000 * (($general->getVar('train') * $general->getVar('atmos')) ** 1.5);
return $totalStat + $totalCrew / 100;
}
function processWar_NG(
string $warSeed,
WarUnitGeneral $attacker,
callable $getNextDefender,
WarUnitCity $city,
): bool {
$templates = new \League\Plates\Engine(__DIR__ . '/templates');
$logger = $attacker->getLogger();
//$attacker->useBattleInitItem();
$date = $attacker->getGeneral()->getTurnTime(General::TURNTIME_HM);
$attackerNationUpdate = [];
$defenderNationUpdate = [];
/** @var WarUnit */
$defender = ($getNextDefender)(null, true);
$conquerCity = false;
$josaRo = JosaUtil::pick($city->getName(), '로');
$josaYi = JosaUtil::pick($attacker->getName(), '이');
$logger->pushGlobalActionLog("<D><b>{$attacker->getNationVar('name')}</b></>의 <Y>{$attacker->getName()}</>{$josaYi} <G><b>{$city->getName()}</b></>{$josaRo} 진격합니다.<span class='hidden_but_copyable'>(전투시드: {$warSeed})</span>");
$logger->pushGeneralActionLog("<G><b>{$city->getName()}</b></>{$josaRo} <M>진격</>합니다.<span class='hidden_but_copyable'>(전투시드: {$warSeed})</span> <1>$date</>");
$logWritten = false;
while($attacker->getPhase() < $attacker->getMaxPhase()){
$logWritten = false;
if ($defender === null) {
$defender = $city;
$defender->setSiege();
if ($city->getNationVar('rice') <= 0 && $city->getVar('supply')) {
//병량 패퇴
$attacker->setOppose($defender);
$defender->setOppose($attacker);
$attacker->addTrain(1);
$attacker->addWin();
$defender->addLose();
$defender->heavyDecreaseWealth();
$logger->pushGlobalActionLog("병량 부족으로 <G><b>{$defender->getName()}</b></>의 수비병들이 <R>패퇴</>합니다.");
$josaUl = JosaUtil::pick($defender->getName(), '을');
$josaYi = JosaUtil::pick($defender->getNationVar('name'), '이');
$logger->pushGlobalHistoryLog("<M><b>【패퇴】</b></><D><b>{$defender->getNationVar('name')}</b></>{$josaYi} 병량 부족으로 <G><b>{$defender->getName()}</b></>{$josaUl} 뺏기고 말았습니다.");
$conquerCity = true;
break;
}
}
if ($defender->getPhase() == 0 && $defender->getOppose() == null) {
$defender->setPrePhase($attacker->getPhase());
$attacker->addTrain(1);
$defender->addTrain(1);
$attackerCrewTypeCoef = $attacker->getCrewType()->getAttackCoef($defender->getCrewType()) * $defender->getCrewType()->getDefenceCoef($attacker->getCrewType());
$defenderCrewTypeCoef = $defender->getCrewType()->getAttackCoef($attacker->getCrewType()) * $attacker->getCrewType()->getDefenceCoef($defender->getCrewType());
/*
if($attackerCrewTypeCoef > $defenderCrewTypeCoef && $attacker instanceof WarUnitGeneral){
$attacker->getGeneral()->increaseInheritancePoint(InheritanceKey::snipe_combat, 1);
}
if($defenderCrewTypeCoef > $attackerCrewTypeCoef && $defender instanceof WarUnitGeneral){
$defender->getGeneral()->increaseInheritancePoint(InheritanceKey::snipe_combat, 1);
}
*/
$attackerName = $attacker->getName();
$attackerCrewTypeName = $attacker->getCrewTypeName();
if ($defender instanceof WarUnitGeneral) {
$defenderName = $defender->getName();
$defenderCrewTypeName = $defender->getCrewTypeName();
$josaWa = JosaUtil::pick($attackerCrewTypeName, '와');
$josaYi = JosaUtil::pick($defenderCrewTypeName, '이');
$logger->pushGlobalActionLog("<Y>{$attackerName}</>의 {$attackerCrewTypeName}{$josaWa} <Y>{$defenderName}</>의 {$defenderCrewTypeName}{$josaYi} 대결합니다.");
$josaRo = JosaUtil::pick($attackerCrewTypeName, '로');
$josaUl = JosaUtil::pick($defenderCrewTypeName, '을');
$attacker->getLogger()->pushGeneralActionLog("{$attackerCrewTypeName}{$josaRo} <Y>{$defenderName}</>의 {$defenderCrewTypeName}{$josaUl} <M>공격</>합니다.");
$josaRo = JosaUtil::pick($defenderCrewTypeName, '로');
$josaUl = JosaUtil::pick($attackerCrewTypeName, '을');
$defender->getLogger()->pushGeneralActionLog("{$defenderCrewTypeName}{$josaRo} <Y>{$attackerName}</>의 {$attackerCrewTypeName}{$josaUl} <M>수비</>합니다.");
} else {
$josaYi = JosaUtil::pick($attackerName, '이');
$josaRo = JosaUtil::pick($attackerCrewTypeName, '로');
$logger->pushGlobalActionLog("<Y>{$attackerName}</>{$josaYi} {$attackerCrewTypeName}{$josaRo} 성벽을 공격합니다.");
$logger->pushGeneralActionLog("{$attackerCrewTypeName}{$josaRo} 성벽을 <M>공격</>합니다.", ActionLogger::PLAIN);
}
//$defender->useBattleInitItem();
$attacker->setOppose($defender);
$defender->setOppose($attacker);
$initCaller = $attacker->getGeneral()->getBattleInitSkillTriggerList($attacker);
$initCaller->merge($defender->getGeneral()->getBattleInitSkillTriggerList($defender));
$initCaller->fire($attacker->rng, [], [$attacker, $defender]);
}
$attacker->beginPhase();
$defender->beginPhase();
$battleCaller = $attacker->getGeneral()->getBattlePhaseSkillTriggerList($attacker);
$battleCaller->merge($defender->getGeneral()->getBattlePhaseSkillTriggerList($defender));
$battleCaller->fire($attacker->rng, [], [$attacker, $defender]);
$deadDefender = $attacker->calcDamage();
$deadAttacker = $defender->calcDamage();
$attackerHP = $attacker->getHP();
$defenderHP = $defender->getHP();
if ($deadAttacker > $attackerHP || $deadDefender > $defenderHP) {
$deadAttackerRatio = $deadAttacker / max(1, $attackerHP);
$deadDefenderRatio = $deadDefender / max(1, $defenderHP);
if ($deadDefenderRatio > $deadAttackerRatio) {
//수비자가 더 병력 부족
$deadAttacker /= $deadDefenderRatio;
$deadDefender = $defenderHP;
} else {
//공격자가 더 병력 부족
$deadDefender /= $deadAttackerRatio;
$deadAttacker = $attackerHP;
}
}
$deadAttacker = min(ceil($deadAttacker), $attackerHP);
$deadDefender = min(ceil($deadDefender), $defenderHP);
$attacker->decreaseHP($deadAttacker);
$defender->decreaseHP($deadDefender);
$attacker->increaseKilled($deadDefender);
$defender->increaseKilled($deadAttacker);
if($defender->getPhase() < 0){
$phaseNickname = '先';
}
else{
$currPhase = $attacker->getPhase() + 1;
$phaseNickname = "{$currPhase} ";
}
if ($deadAttacker > 0 || $deadDefender > 0) {
$attacker->getLogger()->pushGeneralBattleDetailLog(
"$phaseNickname: <Y1>【{$attacker->getName()}】</> <C>{$attacker->getHP()} (-$deadAttacker)</> VS <C>{$defender->getHP()} (-$deadDefender)</> <Y1>【{$defender->getName()}】</>"
);
$defender->getLogger()->pushGeneralBattleDetailLog(
"$phaseNickname: <Y1>【{$defender->getName()}】</> <C>{$defender->getHP()} (-$deadDefender)</> VS <C>{$attacker->getHP()} (-$deadAttacker)</> <Y1>【{$attacker->getName()}】</>"
);
}
$attacker->addPhase();
$defender->addPhase();
if (!$attacker->continueWar($noRice)) {
$logWritten = true;
$attacker->logBattleResult();
$defender->logBattleResult();
$attacker->addLose();
$defender->addWin();
$attacker->tryWound();
$defender->tryWound();
$josaYi = JosaUtil::pick($attacker->getCrewTypeName(), '이');
$logger->pushGlobalActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewTypeName()}{$josaYi} 퇴각했습니다.");
if ($noRice) {
$attacker->getLogger()->pushGeneralActionLog("군량 부족으로 퇴각합니다.", ActionLogger::PLAIN);
} else {
$attacker->getLogger()->pushGeneralActionLog("퇴각했습니다.", ActionLogger::PLAIN);
}
$defender->getLogger()->pushGeneralActionLog("<Y>{$attacker->getName()}</>의 {$attacker->getCrewTypeName()}{$josaYi} 퇴각했습니다.", ActionLogger::PLAIN);
break;
}
if (!$defender->continueWar($noRice)) {
$logWritten = true;
$attacker->logBattleResult();
$defender->logBattleResult();
if (!($defender instanceof WarUnitCity) || $defender->isSiege()){
$attacker->addWin();
$defender->addLose();
$attacker->tryWound();
$defender->tryWound();
if ($defender === $city) {
$attacker->addLevelExp(1000);
$conquerCity = true;
break;
}
}
$josaYi = JosaUtil::pick($defender->getCrewTypeName(), '이');
if ($defender instanceof WarUnitCity && !$defender->isSiege()){
//실제 공성을 위해 다시 초기화
$defender->setOppose(null);
}
else if ($noRice) {
$logger->pushGlobalActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewTypeName()}{$josaYi} 패퇴했습니다.");
$attacker->getLogger()->pushGeneralActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewTypeName()}{$josaYi} 패퇴했습니다.", ActionLogger::PLAIN);
$defender->getLogger()->pushGeneralActionLog("군량 부족으로 패퇴합니다.", ActionLogger::PLAIN);
} else {
$logger->pushGlobalActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewTypeName()}{$josaYi} 전멸했습니다.");
$attacker->getLogger()->pushGeneralActionLog("<Y>{$defender->getName()}</>의 {$defender->getCrewTypeName()}{$josaYi} 전멸했습니다.", ActionLogger::PLAIN);
$defender->getLogger()->pushGeneralActionLog("전멸했습니다.", ActionLogger::PLAIN);
}
if ($attacker->getPhase() >= $attacker->getMaxPhase()) {
break;
}
$defender->finishBattle();
$defender = ($getNextDefender)($defender, true);
if ($defender !== null && !($defender instanceof WarUnitGeneral)) {
throw new \RuntimeException('다음 수비자를 받아오는데 실패');
}
}
}
if (!$logWritten) {
//마지막 페이즈의 전투 마무리
$attacker->logBattleResult();
$defender->logBattleResult();
$attacker->tryWound();
$defender->tryWound();
}
$attacker->finishBattle();
$defender->finishBattle();
if($city->getDead()){
$city->setSiege();
$city->finishBattle();
}
if ($defender instanceof WarUnitCity) {
$newConflict = $defender->addConflict();
if ($newConflict) {
$nationName = $attacker->getNationVar('name');
$josaYi = JosaUtil::pick($nationName, '이');
$logger->pushGlobalHistoryLog("<M><b>【분쟁】</b></><D><b>{$nationName}</b></>{$josaYi} <G><b>{$defender->getName()}</b></> 공략에 가담하여 분쟁이 발생하고 있습니다.");
}
}
($getNextDefender)($defender, false);
return $conquerCity;
}
function DeleteConflict($nation)
{
$db = DB::db();
foreach ($db->queryAllLists('SELECT city, conflict FROM city WHERE conflict!=%s', '{}') as list($cityID, $rawConflict)) {
$conflict = Json::decode($rawConflict);
if (!$conflict || !is_array($conflict)) {
continue;
}
if (!key_exists($nation, $conflict)) {
continue;
}
unset($conflict[$nation]);
$db->update('city', [
'conflict' => Json::encode($conflict)
], 'city=%i', $cityID);
}
}
function getConquerNation($city): int
{
$conflict = Json::decode($city['conflict']);
return Util::array_first_key($conflict);
}
function ConquerCity(array $admin, General $general, array $city)
{
$db = DB::db();
$year = $admin['year'];
$month = $admin['month'];
$attackerID = $general->getID();
$attackerNationID = $general->getNationID();
$attackerGeneralName = $general->getName();
$attackerNationName = $general->getStaticNation()['name'];
$attackerLogger = $general->getLogger();
$cityID = $city['city'];
$cityName = $city['name'];
$rng = new RandUtil(new LiteHashDRBG(Util::simpleSerialize(
UniqueConst::$hiddenSeed,
'ConquerCity',
$year,
$month,
$attackerNationID,
$attackerID,
$cityID
)));
$defenderNationID = $city['nation'];
$defenderStaticNation = getNationStaticInfo($defenderNationID);
$defenderNationName = $defenderStaticNation['name'];
$defenderNationLogger = new ActionLogger(0, $defenderNationID, $year, $month);
if ($defenderNationID) {
$defenderNationDecoration = "<D><b>{$defenderNationName}</b></>의";
} else {
$defenderNationDecoration = "공백지인";
}
$josaUl = JosaUtil::pick($cityName, '을');
$josaYiNation = JosaUtil::pick($attackerNationName, '이');
$josaYiGen = JosaUtil::pick($attackerGeneralName, '이');
$josaYiCity = JosaUtil::pick($cityName, '이');
$attackerLogger->pushGeneralActionLog("<G><b>{$cityName}</b></> 공략에 <S>성공</>했습니다.", ActionLogger::PLAIN);
$attackerLogger->pushGeneralHistoryLog("<G><b>{$cityName}</b></>{$josaUl} <S>점령</>");
$attackerLogger->pushGlobalActionLog("<Y>{$attackerGeneralName}</>{$josaYiGen} <G><b>{$cityName}</b></> 공략에 <S>성공</>했습니다.");
$attackerLogger->pushGlobalHistoryLog("<S><b>【지배】</b></><D><b>{$attackerNationName}</b></>{$josaYiNation} <G><b>{$cityName}</b></>{$josaUl} 지배했습니다.");
$attackerLogger->pushNationalHistoryLog("<Y>{$attackerGeneralName}</>{$josaYiGen} {$defenderNationDecoration} <G><b>{$cityName}</b></> {$josaUl} <S>점령</>");
$defenderNationLogger->pushNationalHistoryLog("<D><b>{$attackerNationName}</b></>의 <Y>{$attackerGeneralName}</>에 의해 <G><b>{$cityName}</b></>{$josaYiCity} <O>함락</>");
$gameStor = KVStorage::getStorage($db, 'game_env');
// 이벤트 핸들러 동작
if(TurnExecutionHelper::runEventHandler($db, $gameStor, EventTarget::OccupyCity)){
$gameStor->cacheAll();
}
// 국가 멸망시
if ($defenderNationID && $db->queryFirstField('SELECT count(city) FROM city WHERE nation = %i', $defenderNationID) === 1) {
$defenderNationLogger->flush();
unset($defenderNationLogger);
$loseNation = $db->queryFirstRow('SELECT * FROM nation WHERE nation = %i', $defenderNationID);
$lord = new General($db->queryFirstRow(
'SELECT %l FROM general WHERE nation = %i AND officer_level = %i LIMIT 1',
Util::formatListOfBackticks(General::mergeQueryColumn(['npc', 'gold', 'rice', 'experience', 'explevel', 'belong', 'dedication', 'dedlevel', 'aux'], 1)[0]),
$defenderNationID,
12
), null, $city, $loseNation, $year, $month, false);
$josaUl = JosaUtil::pick($defenderNationName, '을');
$attackerLogger->pushNationalHistoryLog("<D><b>{$defenderNationName}</b></>{$josaUl} 정복");
$attackerLogger->flush();
$oldNationGenerals = deleteNation($lord, false);
$loseGeneralGold = 0;
$loseGeneralRice = 0;
foreach ($oldNationGenerals as $oldGeneral) {
$loseGold = Util::toInt($oldGeneral->getVar('gold') * $rng->nextRange(0.2, 0.5));
$loseRice = Util::toInt($oldGeneral->getVar('rice') * $rng->nextRange(0.2, 0.5));
$oldGeneral->getLogger()->pushGeneralActionLog(
"도주하며 금<C>$loseGold</> 쌀<C>$loseRice</>을 분실했습니다.",
ActionLogger::PLAIN
);
$oldGeneral->increaseVar('gold', -$loseGold);
$oldGeneral->increaseVar('rice', -$loseRice);
$oldGeneral->addExperience(-$oldGeneral->getVar('experience') * 0.1, false);
$oldGeneral->addDedication(-$oldGeneral->getVar('dedication') * 0.5, false);
$loseGeneralGold += $loseGold;
$loseGeneralRice += $loseRice;
$oldGeneral->applyDB($db);
//모두 등용장 발부
if ($admin['join_mode'] != 'onlyRandom' && $rng->nextBool(0.5)) {
$msg = ScoutMessage::buildScoutMessage($attackerID, $oldGeneral->getID());
if ($msg) {
$msg->send(true);
}
}
//NPC인 경우 일정 확률로 임관(엔장, 인재, 의병)
$npcType = $oldGeneral->getNPCType();
if ($admin['join_mode'] != 'onlyRandom' && 2 <= $npcType && $npcType <= 8 && $npcType != 5 && $rng->nextBool(GameConst::$joinRuinedNPCProp)) {
$cmd = buildGeneralCommandClass('che_임관', $oldGeneral, $admin, [
'destNationID' => $attackerNationID
]);
$joinTurn = $rng->nextRangeInt(0, 12);
if ($joinTurn) {
_setGeneralCommand(buildGeneralCommandClass('che_견문', $oldGeneral, $admin), iterator_to_array(Util::range($joinTurn)));
}
_setGeneralCommand($cmd, [$joinTurn]);
}
}
// 승전국 보상
$loseNationGold = Util::valueFit($loseNation['gold'] - GameConst::$basegold, 0);
$loseNationRice = Util::valueFit($loseNation['rice'] - GameConst::$baserice, 0);
$loseNationGold += $loseGeneralGold;
$loseNationRice += $loseGeneralRice;
$loseNationGold = intdiv($loseNationGold, 2);
$loseNationRice = intdiv($loseNationRice, 2);
// 기본량 제외 금쌀50% + 장수들 분실 금쌀50% 흡수
$db->update('nation', [
'gold' => $db->sqleval('gold + %i', $loseNationGold),
'rice' => $db->sqleval('rice + %i', $loseNationRice),
], 'nation=%i', $attackerNationID);
//아국 수뇌부에게 로그 전달
$loseNationGoldText = number_format($loseNationGold);
$loseNationRiceText = number_format($loseNationRice);
$resourceLog = "<D><b>{$defenderNationName}</b></> 정복으로 금<C>{$loseNationGoldText}</> 쌀<C>{$loseNationRiceText}</>을 획득했습니다.";
foreach ($db->queryFirstColumn(
'SELECT no FROM general WHERE nation=%i AND officer_level>=5',
$attackerNationID
) as $attackerChiefID) {
if ($attackerChiefID == $attackerID) {
$attackerLogger->pushGeneralActionLog($resourceLog, ActionLogger::PLAIN);
} else {
$chiefLogger = new ActionLogger($attackerChiefID, $attackerNationID, $year, $month);
$chiefLogger->pushGeneralActionLog($resourceLog, ActionLogger::PLAIN);
$chiefLogger->flush();
}
}
// 이벤트 핸들러 동작
TurnExecutionHelper::runEventHandler($db, $gameStor, EventTarget::DestroyNation);
// 멸망이 아니면
} else {
// 태수,군사,종사는 일반으로...
$db->update('general', [
'officer_level' => 1,
'officer_city' => 0,
], 'officer_city = %i', $cityID);
//수도였으면 긴급 천도
if ($defenderNationID && $defenderStaticNation['capital'] == $cityID) {
$minCity = findNextCapital($cityID, $defenderNationID);
$minCityName = CityConst::byID($minCity)->name;
$josaYi = JosaUtil::pick($defenderNationName, '이');
$attackerLogger->pushGlobalHistoryLog("<M><b>【긴급천도】</b></><D><b>{$defenderNationName}</b></>{$josaYi} 수도가 함락되어 <G><b>$minCityName</b></>으로 긴급천도하였습니다.");
$moveLog = "수도가 함락되어 <G><b>$minCityName</b></>으로 <M>긴급천도</>합니다.";
//아국 수뇌부에게 로그 전달
foreach ($db->queryFirstColumn(
'SELECT no FROM general WHERE nation=%i AND officer_level>=5',
$defenderNationID
) as $defenderChiefID) {
$chiefLogger = new ActionLogger($defenderChiefID, $defenderNationID, $year, $month);
$chiefLogger->pushGeneralActionLog($moveLog, ActionLogger::PLAIN);
$chiefLogger->flush();
}
//천도
$db->update('nation', [
'capital' => $minCity,
'gold' => $db->sqleval('gold * 0.5'),
'rice' => $db->sqleval('rice * 0.5'),
], 'nation=%i', $defenderNationID);
//보급도시로 만듬
$db->update('city', [
'supply' => 1
], 'city=%i', $minCity);
//수뇌부 이동
$db->update('general', [
'city' => $minCity
], 'nation=%i AND officer_level>=5', $defenderNationID);
//장수 사기 감소
$db->update('general', [
'atmos' => $db->sqleval('atmos*0.8')
], 'nation=%i', $defenderNationID);
refreshNationStaticInfo();
}
}
$conquerNation = getConquerNation($city);
if ($conquerNation == $attackerNationID) {
// 이동
$db->update('general', [
'city' => $cityID
], 'no=%i', $attackerID);
} else {
$conquerNationName = getNationStaticInfo($conquerNation)['name'];
$conquerNationLogger = new ActionLogger(0, $conquerNation, $year, $month);
$josaUl = JosaUtil::pick($cityName, '을');
$josaYi = JosaUtil::pick($conquerNationName, '이');
$attackerLogger->pushGlobalHistoryLog(
"<Y><b>【분쟁협상】</b></><D><b>{$conquerNationName}</b></>{$josaYi} 영토분쟁에서 우위를 점하여 <G><b>{$cityName}</b></>{$josaUl} 양도받았습니다."
);
$conquerNationLogger->pushNationalHistoryLog("<D><b>{$attackerNationName}</b></>에서 <G><b>{$city['name']}</b></>{$josaUl} <S>양도</> 받음");
$attackerLogger->pushNationalHistoryLog("<G><b>{$city['name']}</b></>{$josaUl} <D><b>{$conquerNationName}</b></>에 <Y>양도</>");
}
$query = [
'supply' => 1,
'term' => 0,
'conflict' => '{}',
'agri' => $db->sqleval('agri*0.7'),
'comm' => $db->sqleval('comm*0.7'),
'secu' => $db->sqleval('secu*0.7'),
'nation' => $conquerNation,
'officer_set' => 0,
];
if ($city['level'] > 3) {
$query['def'] = 1000;
$query['wall'] = 1000;
} else {
$query['def'] = $db->sqleval('def_max/2');
$query['wall'] = $db->sqleval('wall_max/2');
}
$db->update('city', $query, 'city=%i', $cityID);
//전방설정
$nearNationsID = $db->queryFirstColumn(
'SELECT distinct(nation) FROM city WHERE nation != 0 AND city IN %li',
array_merge(array_keys(CityConst::byID($cityID)->path), [$cityID])
);
$nearNationsID[] = $conquerNation;
$nearNationsID = array_unique($nearNationsID);
foreach ($nearNationsID as $nationNationID) {
SetNationFront($nationNationID);
}
}
function findNextCapital(int $capitalID, int $nationID): int
{
$distList = searchDistance($capitalID, 99, true);
$cities = [];
foreach (DB::db()->query(
'SELECT city, pop FROM city WHERE nation=%i and city!=%i',
$nationID,
$capitalID
) as $row) {
$cities[$row['city']] = $row['pop'];
};
foreach ($distList as $dist => $distSubList) {
$maxCityPop = 0;
$minCity = 0;
foreach ($distSubList as $cityID) {
if (!key_exists($cityID, $cities)) {
continue;
}
$cityPop = $cities[$cityID];
if ($cityPop < $maxCityPop) {
continue;
}
$minCity = $cityID;
$maxCityPop = $cityPop;
}
if ($minCity) {
return $minCity;
}
}
throw new \RuntimeException('도시가 남지 않았는데 긴천을 시도하고 있습니다');
}