Files
core/hwe/sammo/General.php
T
2018-10-15 02:05:39 +09:00

502 lines
15 KiB
PHP

<?php
namespace sammo;
class General implements iAction{
use LazyVarUpdater;
/**
* @var iAction $nationType
* @var iAction $levelObj
* @var iAction $specialDomesticObj
*/
protected $raw = [];
protected $rawCity = null;
protected $logger;
protected $activatedSkill = [];
protected $logActivatedSkill = [];
protected $isFinished = false;
protected $nationType = null;
protected $levelObj = null;
protected $specialDomesticObj = null;
protected $specialWarObj = null;
protected $personalityObj = null;
protected $itemObjs = [];
protected $lastTurn = null;
protected $resultTurn = null;
/**
* @param array $raw DB row값.
* @param null|array $city DB city 테이블의 row값
* @param int $year 게임 연도
* @param int $month 게임 월
* @param bool $fullConstruct iAction, 및 ActionLogger 초기화 여부, false인 경우 no, name, city, nation, level 정도로 초기화 가능
*/
public function __construct(array $raw, ?array $city, int $year, int $month, bool $fullConstruct=true){
//TODO: 밖에서 가져오도록 하면 버그 확률이 높아짐. 필요한 raw 값을 직접 구해야함.
$staticNation = getNationStaticInfo($raw['nation']);
setLeadershipBonus($raw, $staticNation['level']);
$this->raw = $raw;
$this->rawCity = $city;
if(key_exists('last_turn', $this->raw)){
$this->lastTurn = LastTurn::fromJson($this->raw['last_turn']);
}
$this->resultTurn = new LastTurn();
if(!$fullConstruct){
return;
}
$this->logger = new ActionLogger(
$this->getVar('no'),
$this->getVar('nation'),
$year,
$month,
false
);
$nationTypeClass = getNationTypeClass($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;
//TODO: $specialItemClass 설정
}
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} <R>은퇴</>하고 그 자손이 유지를 이어받았습니다.");
$logger->pushGeneralActionLog('나이가 들어 <R>은퇴</>하고 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){
$logger->pushGeneralActionLog("<R>{$statNickName}</>이 <C>1</> 떨어졌습니다!", ActionLogger::PLAIN);
$this->increaseVar($statExpName, $limit);
$this->increaseVar($statName, -1);
$result = true;
}
else if($this->getVar($statExpName) >= $limit){
$logger->pushGeneralActionLog("<R>{$statNickName}</>이 <C>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):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;
}
}