Files
core/hwe/sammo/WarUnitGeneral.php
T

902 lines
28 KiB
PHP

<?php
namespace sammo;
class WarUnitGeneral extends WarUnit{
protected $bonusPhase = 0;
function __construct(General $general, array $rawNation, bool $isAttacker){
$this->general = $general;
$this->raw = $general->getRaw();
$this->rawNation = $rawNation; //read-only
$this->isAttacker = $isAttacker;
$this->logger = $this->general->getLogger();
$this->crewType = $this->general->getCrewTypeObj();
$cityLevel = $this->getCityVar('level');
if($isAttacker){
//공격자 보정
if($cityLevel == 2){
$this->atmosBonus += 5;
}
if($rawNation['capital'] == $this->getCityVar('city')){
$this->atmosBonus += 5;
}
}
else{
//수비자 보정
if($cityLevel == 1){
$this->trainBonus += 5;
}
else if($cityLevel == 3){
$this->trainBonus += 5;
}
}
}
function getName():string{
return $this->general->getName();
}
function getCityVar(string $key){
return $this->general->getRawCity()[$key];
}
function setOppose(?WarUnit $oppose){
parent::setOppose($oppose);
$general = $this->general;
$this->general->increaseVar('warnum', 1);
if($this->isAttacker){
$general->updateVar('recwar', $general->getVar('turntime'));
}
else if($oppose !== null){
$general->updateVar('recwar', $oppose->getVar('turntime'));
}
}
function getMaxPhase():int{
$phase = $this->getCrewType()->speed;
$phase = $this->general->onCalcStat($this->general, 'initWarPhase', $phase);
return $phase + $this->bonusPhase;
}
function addTrain(int $train){
$this->general->increaseVarWithLimit('train', $train, 0, GameConst::$maxTrainByWar);
}
function addAtmos(int $atmos){
$this->general->increaseVarWithLimit('atmos', $atmos, 0, GameConst::$maxAtmosByWar);
}
function getComputedTrain(){
$train = $this->general->getVar('train');
$train = $this->general->onCalcStat($this->general, 'bonusTrain', $train);
$train += $this->trainBonus;
return $train;
}
function getComputedAtmos(){
$atmos = $this->general->getVar('atmos');
$atmos = $this->general->onCalcStat($this->general, 'bonusAtmos', $atmos);
$atmos += $this->atmosBonus;
return $atmos;
}
function getComputedCriticalRatio():float{
$general = $this->general;
$criticalRatio = $this->getCrewType()->getCriticalRatio($general);
$criticalRatio = $general->onCalcStat($general, 'warCriticalRatio', $criticalRatio, ['isAttacker'=>$this->isAttacker]);
return $criticalRatio;
}
function getComputedAvoidRatio():float{
$avoidRatio = $this->getCrewType()->avoid / 100;
$avoidRatio *= $this->getComputedTrain() / 100;
$avoidRatio = $general->onCalcStat($general, 'warAvoidRatio', $avoidRatio, ['isAttacker'=>$this->isAttacker]);
if($this->getOppose()->getCrewType()->armType == GameUnitConst::T_FOOTMAN){
$avoidRatio *= 0.75;
}
return $avoidRatio;
}
function addWin(){
$general = $this->general;
$general->increaseVar('killnum', 1);
$general->multiplyVarWithLimit('atmos', 1.1, null, GameConst::$maxAtmosByWar);
$this->addStatExp(1);
}
function addStatExp(int $value = 1){
$general = $this->general;
if($this->crewType->armType == GameUnitConst::T_WIZARD) { // 귀병
$general->increaseVar('intel2', $value);
} elseif($this->crewType->armType == GameUnitConst::T_SIEGE) { // 차병
$general->increaseVar('leader2', $value);
} else {
$general->increaseVar('power2', $value);
}
}
function addLevelExp(float $value){
$general = $this->general;
if(!$this->isAttacker){
$value *= 0.8;
}
$value = $general->onCalcStat($general, 'experience', $value);
$general->increaseVar('experience', $value);
}
function addDedication(float $value){
$general = $this->general;
$value = $general->onCalcStat($general, 'dedication', $value);
$general->increaseVar('dedication', $value);
}
function addLose(){
$general = $this->general;
$general->increaseVar('deathnum', 1);
$this->addStatExp(1);
}
function computeWarPower(){
[$warPower,$opposeWarPowerMultiply] = parent::computeWarPower();
$general = $this->general;
$generalNo = $general->getVar('no');
$genLevel = $general->getVar('level');
if($this->isAttacker){
if($genLevel == 12){
$warPower *= 1.10;
}
else if($genLevel == 11 | $genLevel == 10 || $genLevel == 8 || $genLevel == 6){
$warPower *= 1.05;
}
}
else{
if($genLevel == 12){
$opposeWarPowerMultiply *= 0.90;
}
else if($genLevel == 11 || $genLevel == 9 || $genLevel == 7 || $genLevel == 5){
$opposeWarPowerMultiply *= 0.95;
}
else if($genLevel == 4 && $generalNo == $this->getCityVar('gen1')){
$opposeWarPowerMultiply *= 0.95;
}
else if($genLevel == 3 && $generalNo == $this->getCityVar('gen2')){
$opposeWarPowerMultiply *= 0.95;
}
else if($genLevel == 2 && $generalNo == $this->getCityVar('gen3')){
$opposeWarPowerMultiply *= 0.95;
}
}
$expLevel = $general->getVar('explevel');
if($this->getOppose() instanceof WarUnitCity){
$warPower *= 1 + $expLevel / 600;
}
else{
$warPower /= max(0.01, 1 - $expLevel / 300);
$opposeWarPowerMultiply *= max(0.01, 1 - $expLevel / 300);
}
[$specialMyWarPowerMultiply, $specialOpposeWarPowerMultiply] = $this->general->getWarPowerMultiplier($this);
$warPower *= $specialMyWarPowerMultiply;
$opposeWarPowerMultiply *= $specialOpposeWarPowerMultiply;
$this->warPower = $warPower;
$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
return [$warPower,$opposeWarPowerMultiply];
}
///전투 개시 시에 작동하여 1회에만 작동하는 아이템
function useBattleInitItem():bool{
$item = $this->getItem();
if($item == 0){
return false;
}
$itemActivated = false;
$itemConsumed = false;
$itemName = getItemName($item);
$general = $this->general;
if($item == 3){
//탁주 사용
$this->addAtmos(3);
$itemActivated = true;
$itemConsumed = true;
}
else if($item >= 14 && $item <= 16){
//의적주, 두강주, 보령압주 사용
$this->addAtmosBonus(5);
$itemActivated = true;
}
else if($item >= 19 && $item <= 20){
//춘화첩, 초선화 사용
$this->addAtmosBonus(7);
$itemActivated = true;
}
else if($item == 4){
//청주 사용
$this->addTrain(3);
$itemActivated = true;
$itemConsumed = true;
}
else if($item >= 12 && $item <= 13){
//과실주, 이강주 사용
$this->addTrainBonus(5);
$itemActivated = true;
}
else if($item >= 18 && $item <= 18){
//철벽서, 단결도 사용
$this->addTrainBonus(7);
$itemActivated = true;
}
if($itemConsumed){
$general->updateVar('item', 0);
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
}
return $itemActivated;
}
///전투 개시 시에 작동하여 매 장수마다 작동하는 스킬
function checkBattleBeginSkill(){
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
if(
$this->getCrewType()->armType == GameUnitConst::T_SIEGE &&
$oppose->getCrewType()->armType == GameUnitConst::T_CASTLE
){
$this->activateSkill('부상무효');
}
yield true;
if($specialWar == 62){
$oppose->activateSkill('저격불가');
$this->activateSkill('부상무효');
}
yield true;
if (
$specialWar == 70 &&
$this->oppose instanceof WarUnitGeneral &&
!$this->hasActivatedSkill('저격') &&
!$this->hasActivatedSkill('저격불가') &&
Util::randBool(1/3)
) {
$this->activateSkill('저격');
}
yield true;
}
///전투 개시 시에 작동하여 매 장수마다 작동하는 아이템
function checkBattleBeginItem():bool{
$item = $this->getItem();
$oppose = $this->getOppose();
if(!$item){
return false;
}
$itemActivated = false;
$itemConsumed = false;
$itemName = getItemName($item);
if(
$item == 2 &&
$this->oppose instanceof WarUnitGeneral &&
!$this->hasActivatedSkill('저격') &&
!$this->hasActivatedSkill('저격불가') &&
Util::randBool(1/5)
){
//수극
$itemActivated = true;
$itemConsumed = true;
$this->activateSkill('저격', '수극');
}
if($itemConsumed){
//NOTE: 소비 아이템은 하나인가?, 1회용인가?
$this->general->updateVar('item', 0);
$josaUl = JosaUtil::pick($itemName, '을');
$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
}
return $itemActivated;
}
function applyBattleBeginSkillAndItem():bool{
$result = false;
$oppose = $this->getOppose();
$general = $this->general;
if($oppose->hasActivatedSkill('저격')){
$result = true;
$oppose->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
$oppose->getLogger()->pushGeneralBattleDetailLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
$this->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
$this->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
if($oppose->hasActivatedSkill('수극')){
$general->increaseVarWithLimit('injury', Util::randRangeInt(20, 40), null, 80);
}
else{
$general->increaseVarWithLimit('injury', Util::randRangeInt(20, 60), null, 80);
}
}
return $result;
}
function getHP():int{
return $this->general->getVar('crew');
}
function addDex(GameUnitDetail $crewType, float $exp){
$general = $this->general;
$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;
}
$exp *= ($this->getComputedTrain() + $this->getComputedAtmos()) / 200;
$ntype = $armType*10;
$dexType = "dex{$ntype}";
$general->increaseVar($dexType, $exp);
}
function decreaseHP(int $damage):int{
$general = $this->general;
$damage = min($damage, $general->getVar('crew'));
$this->dead += $damage;
$this->deadCurr += $damage;
$general->increaseVar('crew', -$damage);
$addDex = $damage;
if(!$this->isAttacker){
$addDex *= 0.9;
}
$this->addDex($this->oppose->getCrewType(), $addDex);
return $general->getVar('crew');
}
function increaseKilled(int $damage):int{
$general = $this->general;
$this->addLevelExp($damage / 50);
$rice = $damage / 100;
if(!$this->isAttacker){
$rice *= 0.8;
}
$rice *= $this->crewType->rice;
$rice *= getTechCost($this->getNationVar('tech'));
$general->increaseVarWithLimit('rice', -$rice, 0);
$addDex = $damage;
if(!$this->isAttacker){
$addDex *= 0.9;
}
$this->addDex($this->getCrewType(), $addDex);
$this->killed += $damage;
$this->killedCurr += $damage;
return $this->killed;
}
function checkPreActiveSkill(){
$activated = false;
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
$item = $this->getItem();
$crewType = $this->getCrewType();
if($specialWar == 62){
$oppose->activateSkill('필살불가');
$oppose->activateSkill('위압불가');
$oppose->activateSkill('격노불가');
$oppose->activateSkill('계략약화');
}
yield true;
if($specialWar == 45){
$oppose->activateSkill('계략약화');
}
yield true;
if(
$specialWar == 63 &&
$this->getPhase() == 0 &&
$this->getHP() >= 1000 &&
$this->getComputedAtmos() >= 90 &&
$this->getComputedTrain() >= 90 &&
!$this->hasActivatedSkill('위압불가')
){
$this->activateSkill('위압');
}
yield true;
if($specialWar == 60){
$oppose->activateSkill('회피불가');
}
yield true;
}
function checkActiveSkill(){
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
$item = $this->getItem();
$crewType = $this->getCrewType();
if(
!$this->hasActivatedSkill('특수') &&
!$this->hasActivatedSkill('저지불가') &&
!$this->isAttacker &&
$crewType->name == '목우'
){
//XXX: 병종에 특수 스킬이 달려있도록 설정해야함
$ratio = $this->getComputedAtmos() + $this->getComputedTrain();
if(Util::randBool($ratio / 400)){
$this->activateSkill('특수', '저지');
}
}
yield true;
if(
!$this->hasActivatedSkill('특수') &&
!$this->hasActivatedSkill('필살불가') &&
Util::randBool($this->getComputedCriticalRatio())
){
$this->activateSkill('특수', '필살시도', '필살');
}
yield true;
if(
!$this->hasActivatedSkill('특수') &&
!$this->hasActivatedSkill('회피불가') &&
Util::randBool($this->getComputedAvoidRatio())
){
$this->activateSkill('특수', '회피시도', '회피');
}
yield true;
//계략
if($crewType->magicCoef){
$magicRatio = getGeneralIntel($this->raw, true, true, true, false) / 100;
$magicRatio *= $crewType->magicCoef;
if($specialWar == 41){
$magicRatio += 0.2;
}
if(Util::randBool($magicRatio)){
$magicSuccessRatio = 0.7;
if($specialWar == 40){
$magicSuccessRatio += 0.2;
}
if($specialWar == 41){
$magicSuccessRatio += 0.2;
}
if($specialWar == 42){
$magicSuccessRatio += 0.1;
}
if($specialWar == 44){
$magicSuccessRatio += 1;
}
if($this->hasActivatedSkill('계략약화')){
$magicSuccessRatio -= 0.1;
}
if($oppose instanceof WarUnitCity){
$magic = Util::choiceRandom(['급습', '위보', '혼란']);
}
else{
$magic = Util::choiceRandom(['위보', '매복', '반목', '화계', '혼란']);
}
$this->activateSkill('계략시도', $magic);
if(Util::randBool($magicSuccessRatio)){
$this->activateSkill('계략');
}
else{
$this->activateSkill('계략실패');
}
}
}
yield true;
//의술
if($specialWar == 73 && Util::randBool(0.2)){
$this->activateSkill('치료');
}
yield true;
}
function checkPostActiveSkill(){
$activated = false;
$oppose = $this->getOppose();
$specialWar = $this->getSpecialWar();
$item = $this->getItem();
$crewType = $this->getCrewType();
if(
$specialWar == 74 &&
$oppose->hasActivatedSkill('필살') &&
!$this->hasActivatedSkill('격노불가')
){
if($this->isAttacker){
if(Util::randBool(1/3)){
$this->activateSkill('진노', '격노');
$activated = true;
}
else if(Util::randBool(1/4)){
$this->activateSkill('격노');
$activated = true;
}
}
else{
if(Util::randBool(1/2)){
$this->activateSkill('격노');
$activated = true;
}
}
}
yield true;
if(
$specialWar == 74 &&
$oppose->hasActivatedSkill('회피') &&
!$this->hasActivatedSkill('격노불가')
){
if($this->isAttacker){
if(Util::randBool(1/3)){
$this->activateSkill('진노', '격노');
$oppose->deactivateSkill('회피');
$activated = true;
}
else if(Util::randBool(1/4)){
$this->activateSkill('격노');
$oppose->deactivateSkill('회피');
$activated = true;
}
}
else{
if(Util::randBool(1/2)){
$this->activateSkill('격노');
$oppose->deactivateSkill('회피');
$activated = true;
}
}
}
yield true;
if(
($item == 23 || $item == 24) &&
!$this->hasActivatedSkill('치료') &&
Util::randBool(0.2)
){
$this->activateSkill('치료');
$activated = true;
}
yield true;
//계략
if(
$specialWar == 45 &&
$oppose->hasActivatedSkill('계략') &&
Util::randBool(0.4)
){
$this->activateSkill('반계');
$oppose->deactivateSkill('계략');
$activated = true;
}
yield true;
if(
$specialWar == 42 &&
$this->hasActivatedSkill('계략')
){
$this->warPowerMultiply *= 1.3;
}
yield true;
if(
$specialWar == 43 &&
$this->hasActivatedSkill('계략')
){
$this->warPowerMultiply *= 1.5;
}
yield true;
}
function applyActiveSkill(){
$oppose = $this->getOppose();
$crewType = $this->getCrewType();
$specialWar = $this->getSpecialWar();
$thisLogger = $this->getLogger();
$opposeLogger = $oppose->getLogger();
if($this->hasActivatedSkill('저지')){
$this->addDex($oppose->getCrewType(), $oppose->getWarPower() * 0.9);
$this->addDex($this->getCrewType(), $this->getWarPower() * 0.9);
$this->setWarPowerMultiply(0);
$oppose->setWarPowerMultiply(0);
$thisLogger->pushGeneralBattleDetailLog('상대를 <C>저지</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('저지</>당했다!</>');
//저지는 특수함.
return;
}
yield true;
//계략 세트
if($this->hasActivatedSkill('계략')){
$tableToGeneral = [
'위보'=>1.2,
'매복'=>1.4,
'반목'=>1.6,
'화계'=>1.8,
'혼란'=>2.0
];
$tableToCity = [
'급습'=>1.2,
'위보'=>1.4,
'혼란'=>1.6
];
if($specialWar == 45){
$tableToGeneral['반목'] *= 2;
}
if($oppose instanceof WarUnitCity){
$table = $tableToCity;
}
else{
$table = $tableToGeneral;
}
foreach($table as $skillKey => $skillMultiply){
if($this->hasActivatedSkill($skillKey)){
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
$thisLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <C>성공</>했다!");
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>에 당했다!");
$this->multiplyWarPowerMultiply($skillMultiply);
break;
}
}
}
yield true;
//반계 세트
if($this->hasActivatedSkill('반계')){
$table = [
'위보'=>1.2,
'매복'=>1.4,
'반목'=>1.6,
'화계'=>1.8,
'혼란'=>2.0
];
foreach($table as $skillKey => $skillMultiply){
if($oppose->hasActivatedSkill($skillKey)){
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
$thisLogger->pushGeneralBattleDetailLog("<C>반계</>로 상대의 <D>{$skillKey}</>{$josaUl} 되돌렸다!");
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <R>역으로</> 당했다!");
$this->multiplyWarPowerMultiply($skillMultiply);
break;
}
}
}
yield true;
//계략 실패 세트
if($this->hasActivatedSkill('계략실패')){
$tableToGeneral = [
'위보'=>1.1,
'매복'=>1.2,
'반목'=>1.3,
'화계'=>1.4,
'혼란'=>1.5
];
$tableToCity = [
'급습'=>1.1,
'위보'=>1.2,
'혼란'=>1.3
];
if($oppose instanceof WarUnitCity){
$table = $tableToCity;
}
else{
$table = $tableToGeneral;
}
foreach($table as $skillKey => $skillMultiply){
if($this->hasActivatedSkill($skillKey)){
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
$thisLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <R>실패</>했다!");
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} 간파했다!");
$this->multiplyWarPowerMultiply(1/$skillMultiply);
$oppose->multiplyWarPowerMultiply($skillMultiply);
break;
}
}
}
yield true;
if($this->hasActivatedSkill('치료')){
$thisLogger->pushGeneralBattleDetailLog("<C>치료</>했다!</>");
$oppose->multiplyWarPowerMultiply(1/1.5);
}
yield true;
if($this->hasActivatedSkill('필살')){
$thisLogger->pushGeneralBattleDetailLog('<C>필살</>공격!</>');
$opposeLogger->pushGeneralBattleDetailLog('상대의 <R>필살</>공격!</>');
$this->multiplyWarPowerMultiply($this->criticalDamage());
}
yield true;
if($this->hasActivatedSkill('회피')){
$thisLogger->pushGeneralBattleDetailLog('<C>회피</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('상대가 <R>회피</>했다!</>');
$oppose->multiplyWarPowerMultiply(0.2);
}
yield true;
if($this->hasActivatedSkill('진노')){
if($oppose->hasActivatedSkill('필살')){
$thisLogger->pushGeneralBattleDetailLog('상대의 필살 공격에 <C>진노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('필살 공격에 상대가 <R>진노</>했다!</>');
}
else if($oppose->hasActivatedSkill('회피시도')){
$thisLogger->pushGeneralBattleDetailLog('상대의 회피 시도에 <C>진노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('회피 시도에 상대가 <R>진노</>했다!</>');
}
$this->bonusPhase += 1;
$this->multiplyWarPowerMultiply($this->criticalDamage());
}
else if($this->hasActivatedSkill('격노')){
if($oppose->hasActivatedSkill('필살')){
$thisLogger->pushGeneralBattleDetailLog('상대의 필살 공격에 <C>격노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('필살 공격에 상대가 <R>격노</>했다!</>');
}
else if($oppose->hasActivatedSkill('회피시도')){
$thisLogger->pushGeneralBattleDetailLog('상대의 회피 시도에 <C>격노</>했다!</>');
$opposeLogger->pushGeneralBattleDetailLog('회피 시도에 상대가 <R>격노</>했다!</>');
}
$this->multiplyWarPowerMultiply($this->criticalDamage());
}
yield true;
if($this->hasActivatedSkill('위압')){
$thisLogger->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>');
$opposeLogger->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>');
$oppose->setWarPowerMultiply(0);
}
yield true;
}
function tryWound():bool{
$general = $this->general;
if($this->hasActivatedSkillOnLog('부상무효')){
return false;
}
if(!Util::randBool(0.05)){
return false;
}
$general->increaseVarWithLimit('injury', Util::randRangeInt(10, 80), null, 80);
$this->getLogger()->pushGeneralActionLog("전투중 <R>부상</>당했다!", ActionLogger::PLAIN);
return true;
}
function continueWar(&$noRice):bool{
$general = $this->general;
if($this->getHP() <= 0){
$noRice = false;
return false;
}
if($general->getVar('rice') <= $this->getHP() / 100){
$noRice = true;
return false;
}
return true;
}
function checkStatChange():bool{
return $this->general->checkStatChange();
}
function finishBattle(){
if($this->isFinished){
return;
}
$this->clearActivatedSkill();
$this->isFinished = true;
$general = $this->general;
$general->increaseVar('killcrew', $this->killed);
$general->increaseVar('deathcrew', $this->dead);
$general->updateVar('rice', Util::round($general->getVar('rice')));
$general->updateVar('experience', Util::round($general->getVar('experience')));
$general->updateVar('dedication', Util::round($general->getVar('dedication')));
$this->checkStatChange();
}
/**
* @param \MeekroDB $db
*/
function applyDB($db):bool{
$updateVals = $this->getUpdatedValues();
if(!$updateVals){
return false;
}
$db->update('general', $updateVals, 'no=%i', $this->raw['no']);
$this->getLogger()->flush();
return $db->affectedRows() > 0;
}
}