456 lines
9.9 KiB
PHP
456 lines
9.9 KiB
PHP
<?php
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namespace sammo;
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class WarUnit
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{
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public readonly RandUtil $rng;
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protected $general;
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protected $rawNation;
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protected $logger;
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protected $crewType;
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protected $killedCurr = 0;
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protected $killed = 0;
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protected $deadCurr = 0;
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protected $dead = 0;
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protected $isAttacker = false;
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protected $currPhase = 0;
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protected $prePhase = 0;
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protected $bonusPhase = 0;
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protected $atmosBonus = 0;
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protected $trainBonus = 0;
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protected $oppose;
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protected $warPower;
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protected $warPowerMultiply = 1.0;
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protected $activatedSkill = [];
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protected $logActivatedSkill = [];
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protected $isFinished = false;
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private function __construct(RandUtil $rng, General $general)
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{
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$this->rng = $rng;
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$this->general = $general;
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}
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/* XXX:Dirty wrapper */
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function getRaw(): array
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{
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return $this->general->getRaw();
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}
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function getVar(string $key)
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{
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return $this->general->getVar($key);
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}
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function touchVar(string $key): bool
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{
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return $this->general->touchVar($key);
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}
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function setVar(string $key, $value)
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{
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return $this->general->setVar($key, $value);
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}
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function updateVar(string $key, $value)
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{
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return $this->general->updateVar($key, $value);
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}
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function updateVarWithLimit(string $key, $value, $min = null, $max = null)
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{
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return $this->general->updateVarWithLimit($key, $value, $min, $max);
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}
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function increaseVar(string $key, $value)
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{
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return $this->general->increaseVar($key, $value);
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}
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function increaseVarWithLimit(string $key, $value, $min = null, $max = null)
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{
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return $this->general->increaseVarWithLimit($key, $value, $min, $max);
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}
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function multiplyVar(string $key, $value)
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{
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return $this->general->multiplyVar($key, $value);
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}
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function multiplyVarWithLimit(string $key, $value, $min = null, $max = null)
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{
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return $this->general->multiplyVarWithLimit($key, $value, $min, $max);
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}
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function getUpdatedValues(): array
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{
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return $this->general->getUpdatedValues();
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}
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function flushUpdateValues(): void
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{
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$this->general->flushUpdateValues();
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}
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protected function clearActivatedSkill()
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{
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foreach ($this->activatedSkill as $skillName => $state) {
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if (!$state) {
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continue;
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}
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if (!key_exists($skillName, $this->logActivatedSkill)) {
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$this->logActivatedSkill[$skillName] = 1;
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} else {
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$this->logActivatedSkill[$skillName] += 1;
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}
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}
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$this->activatedSkill = [];
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}
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function getActivatedSkillLog(): array
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{
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return $this->logActivatedSkill;
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}
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function getRawNation(): array
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{
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return $this->rawNation;
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}
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function getNationVar(string $key)
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{
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return $this->rawNation[$key];
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}
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function getPhase(): int
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{
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return $this->currPhase;
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}
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function getRealPhase(): int
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{
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return $this->prePhase + $this->currPhase;
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}
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function getName(): string
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{
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return 'EMPTY';
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}
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function isAttacker(): bool
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{
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return $this->isAttacker;
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}
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function getCrewType(): GameUnitDetail
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{
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return $this->crewType;
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}
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function getCrewTypeName(): string
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{
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return $this->getCrewType()->name;
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}
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function getCrewTypeShortName(): string
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{
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return $this->getCrewType()->getShortName();
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}
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function getLogger(): ActionLogger
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{
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$logger = $this->getGeneral()->getLogger();
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if ($logger === null) {
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throw new \RuntimeException();
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}
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return $logger;
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}
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function getKilled(): int
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{
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return $this->killed;
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}
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function getDead(): int
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{
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return $this->dead;
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}
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function getKilledCurrentBattle(): int
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{
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return $this->killedCurr;
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}
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function getDeadCurrentBattle(): int
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{
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return $this->deadCurr;
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}
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function getGeneral(): General
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{
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return $this->general;
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}
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function getMaxPhase(): int
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{
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$phase = $this->getCrewType()->speed;
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return $phase + $this->bonusPhase;
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}
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function setPrePhase(int $phase)
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{
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$this->prePhase = $phase;
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}
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function addPhase(int $phase = 1)
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{
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$this->currPhase += $phase;
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}
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function addBonusPhase(int $cnt)
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{
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$this->bonusPhase += $cnt;
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}
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function setOppose(?WarUnit $oppose)
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{
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$this->oppose = $oppose;
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$this->killedCurr = 0;
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$this->deadCurr = 0;
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$this->clearActivatedSkill();
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}
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function getOppose(): ?WarUnit
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{
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return $this->oppose;
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}
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function getWarPower()
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{
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return $this->warPower * $this->warPowerMultiply;
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}
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function getRawWarPower()
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{
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return $this->warPower;
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}
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function getWarPowerMultiply()
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{
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return $this->warPowerMultiply;
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}
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function setWarPowerMultiply($multiply = 1.0)
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{
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$this->warPowerMultiply = $multiply;
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}
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function multiplyWarPowerMultiply($multiply)
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{
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$this->warPowerMultiply *= $multiply;
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}
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function getComputedAttack()
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{
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return $this->getCrewType()->getComputedAttack($this->general, $this->getNationVar('tech'));
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}
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function getComputedDefence()
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{
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return $this->getCrewType()->getComputedDefence($this->general, $this->getNationVar('tech'));
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}
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function computeWarPower()
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{
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$oppose = $this->getOppose();
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$general = $this->general;
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$opposeGeneral = $oppose->getGeneral();
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$myAtt = $this->getComputedAttack();
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$opDef = $oppose->getComputedDefence();
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// 감소할 병사
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$warPower = GameConst::$armperphase + $myAtt - $opDef;
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$opposeWarPowerMultiply = 1.0;
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if ($warPower < 100) {
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//최소 전투력 50 보장
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$warPower = max(0, $warPower);
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$warPower = ($warPower + 100) / 2;
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$warPower = $this->rng->nextRangeInt($warPower, 100);
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}
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$warPower *= $this->getComputedAtmos();
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$warPower /= $oppose->getComputedTrain();
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$genDexAtt = $this->getDex($this->getCrewType(), true);
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$oppDexDef = $oppose->getDex($this->getCrewType(), false);
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$warPower *= getDexLog($genDexAtt, $oppDexDef);
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$warPower *= $this->getCrewType()->getAttackCoef($oppose->getCrewType());
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$opposeWarPowerMultiply *= $this->getCrewType()->getDefenceCoef($oppose->getCrewType());
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$this->warPower = $warPower;
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$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
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return [$warPower, $opposeWarPowerMultiply];
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}
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function addTrain(int $train)
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{
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return;
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}
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function addAtmos(int $atmos)
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{
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return;
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}
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function addTrainBonus(int $trainBonus)
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{
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$this->trainBonus += $trainBonus;
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}
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function addAtmosBonus(int $atmosBonus)
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{
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$this->atmosBonus += $atmosBonus;
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}
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function getComputedTrain()
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{
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return GameConst::$maxTrainByCommand;
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}
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function getComputedAtmos()
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{
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return GameConst::$maxAtmosByCommand;
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}
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function getComputedCriticalRatio(): float
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{
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return $this->getCrewType()->getCriticalRatio($this->general);
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}
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function getComputedAvoidRatio(): float
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{
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return $this->getCrewType()->avoid / 100;
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}
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function addWin()
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{
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}
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function addLose()
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{
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}
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function getDex(GameUnitDetail $crewType)
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{
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throw new NotInheritedMethodException();
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}
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function finishBattle()
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{
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throw new NotInheritedMethodException();
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}
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function beginPhase(): void
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{
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$this->clearActivatedSkill();
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$this->computeWarPower();
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}
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function hasActivatedSkill(string $skillName): bool
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{
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return $this->activatedSkill[$skillName] ?? false;
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}
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function hasActivatedSkillOnLog(string $skillName): int
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{
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return ($this->logActivatedSkill[$skillName] ?? 0) + ($this->hasActivatedSkill($skillName) ? 1 : 0);
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}
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function activateSkill(...$skillNames)
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{
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foreach ($skillNames as $skillName) {
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$this->activatedSkill[$skillName] = true;
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}
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}
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function deactivateSkill(...$skillNames)
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{
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foreach ($skillNames as $skillName) {
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$this->activatedSkill[$skillName] = false;
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}
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}
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function getHP(): int
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{
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throw new NotInheritedMethodException();
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}
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function decreaseHP(int $damage): int
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{
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$this->dead += $damage;
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throw new NotInheritedMethodException();
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}
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function increaseKilled(int $damage): int
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{
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$this->killed += $damage;
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throw new NotInheritedMethodException();
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}
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function calcDamage(): int
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{
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$warPower = $this->getWarPower();
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$warPower *= $this->rng->nextRange(0.9, 1.1);
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return Util::round($warPower);
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}
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function tryWound(): bool
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{
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return false;
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}
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function continueWar(&$noRice): bool
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{
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//전투가 가능하면 true
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$noRice = false;
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return false;
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}
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function logBattleResult()
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{
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$this->getLogger()->pushBattleResultTemplate($this, $this->getOppose());
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}
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function criticalDamage(): float
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{
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$range = [1.3, 2.0];
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if($this instanceof WarUnitGeneral){
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$general = $this->general;
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$range = $general->onCalcStat($general, 'criticalDamageRange', $range);
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}
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//전특, 병종에 따라 필살 데미지가 달라질지도 모르므로 static 함수는 아닌 것으로
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return $this->rng->nextRange(...$range);
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}
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function applyDB(\MeekroDB $db): bool
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{
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throw new MustNotBeReachedException('Must be WarUnitCity or WarUnitGeneral');
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}
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}
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