Files
core/hwe/sammo/WarUnit.php
T
Hide_D aa2e50366b feat: '선제 페이즈' 도입
- 일종의 '음수' 페이즈
   - 先 표기
   - 수비자 기준
- 내부의 currPhase가 변할 수 있도록 로직 변경
2022-04-12 21:40:49 +09:00

448 lines
9.6 KiB
PHP

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