3683 lines
126 KiB
PHP
3683 lines
126 KiB
PHP
<?php
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namespace sammo;
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use DateTimeImmutable;
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use Generator;
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use PDO;
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use sammo\Command\GeneralCommand;
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use sammo\Command\NationCommand;
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use SplQueue;
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class GeneralAI
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{
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/**
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* @var General $general
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*/
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protected $general;
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/** @var array */
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protected $city;
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/** @var array */
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protected $nation;
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/** @var int */
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protected $genType;
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/** @var AutorunGeneralPolicy */
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protected $generalPolicy;
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/** @var AutorunNationPolicy */
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protected $nationPolicy;
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/** @var array */
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protected $env;
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protected $baseDevelCost;
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protected $leadership;
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protected $strength;
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protected $intel;
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protected $fullLeadership;
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protected $fullStrength;
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protected $fullIntel;
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protected $dipState;
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protected $warTargetNation;
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/** @var bool */
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protected $attackable;
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protected $devRate = null;
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protected $nationCities;
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protected $frontCities;
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protected $supplyCities;
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protected $backupCities;
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protected $warRoute;
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/** @var General[] */
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protected $nationGenerals;
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/** @var General[] */
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protected $npcCivilGenerals;
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/** @var General[] */
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protected $npcWarGenerals;
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/** @var General[] */
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protected $userGenerals;
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/** @var General[] (전쟁 가능한 기간만 따져서) 최근 12턴 내에 전투를 수행한, 또는 전투를 수행할 수 있는 유저장 목록*/
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protected $userWarGenerals;
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/** @var General[] */
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protected $userCivilGenerals;
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/** @var General[] */
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protected $lostGenerals;
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/** @var General[] 이번 턴에 '집합'하는 부대장 목록 */
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protected $troopLeaders;
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const t무장 = 1;
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const t지장 = 2;
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const t통솔장 = 4;
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const d평화 = 0;
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const d선포 = 1;
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const d징병 = 2;
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const d직전 = 3;
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const d전쟁 = 4;
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//수뇌용
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public function __construct(General $general)
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{
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$db = DB::db();
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$gameStor = KVStorage::getStorage($db, 'game_env');
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$this->env = $gameStor->getValues(['startyear', 'year', 'month', 'turnterm', 'killturn', 'scenario', 'gold_rate', 'rice_rate', 'develcost', 'autorun_user']);
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$this->baseDevelCost = $this->env['develcost'] * 12;
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$this->general = $general;
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if ($general->getRawCity() === null) {
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$city = $db->queryFirstRow('SELECT * FROM city WHERE city = %i', $general->getCityID());
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$general->setRawCity($city);
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}
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$this->city = $general->getRawCity();
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$this->nation = $db->queryFirstRow(
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'SELECT nation,name,color,capital,capset,gennum,gold,rice,bill,rate,rate_tmp,scout,war,strategic_cmd_limit,surlimit,tech,power,level,type,aux FROM nation WHERE nation = %i',
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$general->getNationID()
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) ?? [
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'nation' => 0,
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'level' => 0,
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'capital' => 0,
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'capset' => false,
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'gennum' => 0,
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'tech' => 0,
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'gold' => 0,
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'rice' => 0,
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'type' => GameConst::$neutralNationType,
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'color' => '#000000',
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'name' => '재야',
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];
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$this->nation['aux'] = Json::decode($this->nation['aux']??'{}');
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$this->leadership = $general->getLeadership();
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$this->strength = $general->getStrength();
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$this->intel = $general->getIntel();
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$this->fullLeadership = $general->getLeadership(false);
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$this->fullStrength = $general->getStrength(false);
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$this->fullIntel = $general->getIntel(false);
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$this->genType = $this::calcGenType($general);
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$this->calcDiplomacyState();
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$serverPolicy = KVStorage::getStorage($db, 'autorun_nation_policy_0');
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$nationPolicy = KVStorage::getStorage($db, "autorun_nation_policy_{$this->nation['nation']}");
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$this->nationPolicy = new AutorunNationPolicy($general, $nationPolicy->getAll(), $serverPolicy->getAll());
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$this->generalPolicy = new AutorunGeneralPolicy($general, $this->env['autorun_user']['options']??[]);
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}
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public function getGeneralObj(): General
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{
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return $this->general;
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}
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protected static function calcGenType(General $general)
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{
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$leadership = $general->getLeadership();
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$strength = Util::valueFit($general->getStrength(), 1);
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$intel = Util::valueFit($general->getIntel(), 1);
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//무장
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if ($strength >= $intel) {
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$genType = self::t무장;
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if ($intel >= $strength * 0.8) { //무지장
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if (Util::randBool($intel / $strength / 2)) {
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$genType |= self::t지장;
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}
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}
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//지장
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} else {
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$genType = self::t지장;
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if ($strength >= $intel * 0.8 && Util::randBool(0.2)) { //지무장
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if (Util::randBool($strength / $intel / 2)) {
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$genType |= self::t무장;
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}
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}
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}
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//통솔
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if ($leadership >= $this->nationPolicy->minNPCWarLeadership) {
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$genType |= self::t통솔장;
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}
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return $genType;
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}
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protected function calcDiplomacyState()
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{
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$db = DB::db();
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$nationID = $this->general->getNationID();
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$env = $this->env;
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if (Util::joinYearMonth($env['year'], $env['month']) <= Util::joinYearMonth($env['startyear'] + 2, 5)) {
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$this->dipState = self::d평화;
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$this->attackable = false;
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return;
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}
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$frontStatus = $db->queryFirstField('SELECT max(front) FROM city WHERE nation=%i AND supply=1', $nationID);
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// 공격가능도시 있으면
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$this->attackable = ($frontStatus !== null) ? $frontStatus : false;
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$warTarget = $db->queryAllLists(
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'SELECT you, state FROM diplomacy WHERE me = %i AND (state = 0 OR (state = 1 AND term < 5))',
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$nationID
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);
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$onWar = false;
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$warTargetNation = [];
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foreach ($warTarget as [$warNationID, $warState]) {
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if ($warState == 0) {
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$onWar = true;
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$warTargetNation[$warNationID] = 2;
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} else {
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$warTargetNation[$warNationID] = 1;
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}
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}
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$warTargetNation[0] = 0;
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$this->warTargetNation = $warTargetNation;
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$minWarTerm = $db->queryFirstField('SELECT min(term) FROM diplomacy WHERE me = %i AND state=1', $nationID);
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if ($minWarTerm === null) {
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$this->dipState = self::d평화;
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} else if ($minWarTerm > 8) {
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$this->dipState = self::d선포;
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} else if ($minWarTerm > 5) {
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$this->dipState = self::d징병;
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} else {
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$this->dipState = self::d직전;
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}
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if ($this->attackable) {
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//전쟁으로 인한 attackable인가?
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if ($onWar) {
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$this->dipState = self::d전쟁;
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} else {
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$this->dipState = self::d징병;
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}
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}
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}
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protected function calcWarRoute(){
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if($this->warRoute !== null){
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return;
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}
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$target = $this->warTargetNation;
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$target[] = $this->nation['nation'];
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$this->warRoute = searchAllDistanceByNationList($target, false);
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}
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protected function do부대전방발령(LastTurn $lastTurn): ?NationCommand
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{
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if(!$this->frontCities){
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return null;
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}
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$this->calcWarRoute();
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$troopCandidate = [];
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foreach($this->troopLeaders as $troopLeader){
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$leaderID = $troopLeader->getID();
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if(!key_exists($leaderID, $this->nationPolicy->CombatForce)){
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continue;
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}
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$currentCityID = $troopLeader->getCityID();
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if(key_exists($currentCityID, $this->frontCities)){
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continue;
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}
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[$fromCityID, $toCityID] = $this->nationPolicy->CombatForce[$leaderID];
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if(!key_exists($fromCityID, $this->warRoute) && !key_exists($toCityID, $this->warRoute)){
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//공격 루트 상실, 전방 아무데나
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$troopCandidate[] = [$leaderID, Util::choiceRandom($this->frontCities)['city']];
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continue;
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}
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if(!key_exists($toCityID, $this->warRoute[$fromCityID])){
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//공격 루트 상실, 전방 아무데나
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$troopCandidate[] = [$leaderID, Util::choiceRandom($this->frontCities)['city']];
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continue;
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}
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if(key_exists($fromCityID, $this->supplyCities) && key_exists($toCityID, $this->supplyCities)){
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//점령 완료, 전방 아무데나
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$troopCandidate[] = [$leaderID, Util::choiceRandom($this->frontCities)['city']];
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continue;
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}
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//출발지가 아국땅이 아닌경우 수도->출발지
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if(!key_exists($fromCityID, $this->supplyCities)){
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$toCityID = $fromCityID;
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$fromCityID = $this->nation['capital'];
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}
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$targetCityID = $fromCityID;
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//접경에 도달할때까지 전진
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while(!key_exists($targetCityID, $this->frontCities)){
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$distance = $this->warRoute[$targetCityID][$toCityID];
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$nextCityCandidate = [];
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foreach(CityConst::byID($targetCityID)->path as $nearCityID){
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if(!key_exists($nearCityID, $this->warRoute) || !key_exists($toCityID, $this->warRoute[$nearCityID])){
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continue;
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}
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if($this->warRoute[$nearCityID][$toCityID] + 1 > $distance){
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continue;
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}
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$nextCityCandidate[] = $nearCityID;
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}
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if(!$nextCityCandidate){
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throw new MustNotBeReachedException('경로 계산 버그');
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}
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if(count($nextCityCandidate) == 1){
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$targetCityID = $nextCityCandidate[0];
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continue;
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}
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$targetCityID = Util::choiceRandom($nextCityCandidate);
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}
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$troopCandidate[] = ['destGenaralID'=>$leaderID, 'destCityID'=>$targetCityID];
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}
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if(!$troopCandidate){
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return null;
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}
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$cmd = buildNationCommandClass('che_발령', $this->general, $this->env, $lastTurn, Util::choiceRandom($troopCandidate));
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if(!$cmd->isRunnable()){
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return null;
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}
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return $cmd;
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}
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protected function do부대후방발령(LastTurn $lastTurn): ?NationCommand
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{
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if(!$this->frontCities){
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return null;
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}
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$troopCandidate = [];
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foreach($this->troopLeaders as $troopLeader){
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$leaderID = $troopLeader->getID();
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if(key_exists($leaderID, $this->nationPolicy->CombatForce)){
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continue;
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}
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$currentCityID = $troopLeader->getCityID();
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if(!key_exists($currentCityID, $this->supplyCities)){
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$troopCandidate[$leaderID] = $troopLeader;
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continue;
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}
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$city = $this->supplyCities[$currentCityID];
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if($city['pop'] / $city['pop2'] >= $this->nationPolicy->safeRecruitCityPopulationRatio){
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continue;
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}
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$troopCandidate[$leaderID] = $troopLeader;
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}
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if(!$troopCandidate){
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return null;
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}
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if(count($this->supplyCities) == 1){
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return null;
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}
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$cityCandidates = [];
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foreach($this->backupCities as $city){
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if($city['pop'] / $city['pop_max'] < $this->nationPolicy->safeRecruitCityPopulationRatio){
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continue;
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}
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$cityCandidates[] = $city;
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}
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if(!$cityCandidates){
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foreach($this->supplyCities as $city){
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if($city['pop'] / $city['pop_max'] < $this->nationPolicy->safeRecruitCityPopulationRatio){
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continue;
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}
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$cityCandidates[] = $city;
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}
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}
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if(!$cityCandidates){
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return null;
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}
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$cmd = buildNationCommandClass('che_발령', $this->general, $this->env, $lastTurn, [
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'destGeneralID'=>Util::choiceRandom($troopCandidate)->getID(),
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'destCityID'=>Util::choiceRandom($cityCandidates)['city']
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]);
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if(!$cmd->isRunnable()){
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return null;
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}
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return $cmd;
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}
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protected function do부대유저장후방발령(LastTurn $lastTurn): ?NationCommand
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{
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if($this->dipState !== self::d전쟁){
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return null;
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}
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$generalCadidates = [];
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$db = DB::db();
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$chiefTurnTime = new \DateTimeImmutable($this->general->getTurnTime());
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foreach($this->userWarGenerals as $userGeneral){
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$generalID = $userGeneral->getID();
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if($generalID == $this->general->getID()){
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continue;
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}
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$city = $this->supplyCities[$userGeneral->getCityID()];
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if(!key_exists($generalID, $this->supplyCities)){
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continue;
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}
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$troopLeaderID = $userGeneral->getVar('troop');
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if(!$troopLeaderID || !key_exists($troopLeaderID, $this->troopLeaders)){
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continue;
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}
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if($troopLeaderID === $userGeneral->getID()){
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continue;
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}
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$troopLeader = $this->nationGenerals[$troopLeaderID];
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if($troopLeader->getCityID() !== $userGeneral->getCityID()){
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continue;
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}
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if(!key_exists($troopLeader->getCityID(), $this->supplyCities)){
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continue;
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}
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if($city['pop'] / $city['pop_max'] >= $this->nationPolicy->safeRecruitCityPopulationRatio){
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continue;
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}
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if($userGeneral->getVar('crew') >= $this->nationPolicy->minWarCrew){
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continue;
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}
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$generalTurnTime = new \DateTimeImmutable($userGeneral->getTurnTime());
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$troopLeader = $this->nationGenerals[$userGeneral->getVar('troop')];
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$troopTurnTime = new \DateTimeImmutable($troopLeader->getTurnTime());
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if($chiefTurnTime < $generalTurnTime && $generalTurnTime < $troopTurnTime){
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$generalCadidates[$generalID] = $userGeneral;
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}
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}
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if(!$generalCadidates){
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return null;
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}
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$turnList = General::getReservedTurnByGeneralList($generalCadidates, 0, $this->env);
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$generalCadidates = array_filter($generalCadidates, function(General $general)use($turnList){
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$generalID = $general->getID();
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if($turnList[$generalID] instanceof Command\General\che_징병){
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return true;
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}
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else{
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return false;
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}
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});
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if(count($this->supplyCities) == 1){
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return null;
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}
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$cityCandidates = [];
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foreach($this->backupCities as $city){
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if($city['pop'] / $city['pop_max'] < $this->nationPolicy->safeRecruitCityPopulationRatio){
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continue;
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}
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$cityCandidates[] = $city;
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}
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if(!$cityCandidates){
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foreach($this->supplyCities as $city){
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if($city['pop'] / $city['pop_max'] < $this->nationPolicy->safeRecruitCityPopulationRatio){
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continue;
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}
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$cityCandidates[] = $city;
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}
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}
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if(!$cityCandidates){
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return null;
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}
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$cmd = buildNationCommandClass('che_발령', $this->general, $this->env, $lastTurn, [
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'destGeneralID'=>Util::choiceRandom($generalCadidates)->getID(),
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'destCityID'=>Util::choiceRandom($cityCandidates)['city']
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]);
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if(!$cmd->isRunnable()){
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return null;
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}
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return $cmd;
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}
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protected function do유저장후방발령(LastTurn $lastTurn): ?NationCommand
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{
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if($this->dipState !== self::d전쟁){
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return null;
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}
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$generalCadidates = [];
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foreach($this->userWarGenerals as $userGeneral){
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$generalID = $userGeneral->getID();
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if($generalID == $this->general->getID()){
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continue;
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}
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$city = $this->supplyCities[$userGeneral->getCityID()];
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|
if(!key_exists($generalID, $this->supplyCities)){
|
|
continue;
|
|
}
|
|
if($userGeneral->getVar('troop') !== 0){
|
|
continue;
|
|
}
|
|
if($city['pop'] / $city['pop_max'] >= $this->nationPolicy->safeRecruitCityPopulationRatio){
|
|
continue;
|
|
}
|
|
if($userGeneral->getVar('crew') >= $this->nationPolicy->minWarCrew){
|
|
continue;
|
|
}
|
|
$generalCadidates[$generalID] = $userGeneral;
|
|
}
|
|
|
|
if(!$generalCadidates){
|
|
return null;
|
|
}
|
|
|
|
if(count($this->supplyCities) == 1){
|
|
return null;
|
|
}
|
|
|
|
$cityCandidates = [];
|
|
|
|
if($this->backupCities){
|
|
$cities = $this->backupCities;
|
|
}
|
|
else{
|
|
$cities = $this->supplyCities;
|
|
}
|
|
|
|
foreach($cities as $city){
|
|
if($city['pop'] / $city['pop_max'] < $this->nationPolicy->safeRecruitCityPopulationRatio){
|
|
continue;
|
|
}
|
|
$cityCandidates[] = $city;
|
|
}
|
|
|
|
if(!$cityCandidates){
|
|
return null;
|
|
}
|
|
|
|
$cmd = buildNationCommandClass('che_발령', $this->general, $this->env, $lastTurn, [
|
|
'destGeneralID'=>Util::choiceRandom($generalCadidates)->getID(),
|
|
'destCityID'=>Util::choiceRandom($cityCandidates)['city']
|
|
]);
|
|
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
|
|
return $cmd;
|
|
}
|
|
|
|
protected function do유저장구출발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
|
|
//고립 도시 장수 발령
|
|
$args = [];
|
|
foreach ($this->lostGenerals as $lostGeneral) {
|
|
if ($lostGeneral->getVar('npc') >= 2) {
|
|
continue;
|
|
}
|
|
|
|
$troopID = $lostGeneral->getVar('troop');
|
|
if($troopID && key_exists($troopID, $this->troopLeaders)){
|
|
$troopLeader = $this->troopLeaders[$troopID];
|
|
|
|
if(
|
|
key_exists($troopLeader->getCityID(), $this->supplyCities) &&
|
|
$this->troopLeaders[$troopID]->getTurnTime() < $lostGeneral->getTurnTime()
|
|
){
|
|
//이미 탈출 가능한 부대를 탔다
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (in_array($this->dipState, [self::d직전, self::d전쟁]) && count($this->frontCities) > 2) {
|
|
$selCity = Util::choiceRandom($this->frontCities);
|
|
} else {
|
|
$selCity = Util::choiceRandom($this->supplyCities);
|
|
}
|
|
//고립된 장수가 많을 수록 발령 확률 증가
|
|
$args = [
|
|
'destGeneralID' => $lostGeneral->getID(),
|
|
'destCityID' => $selCity['city']
|
|
];
|
|
}
|
|
if(!$args){
|
|
return null;
|
|
}
|
|
$cmd = buildNationCommandClass('che_발령', $this->general, $this->env, $lastTurn, Util::choiceRandom($args));
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected function do유저장전방발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->frontCities){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
|
|
|
|
|
|
$generalCandidates = [];
|
|
foreach($this->userWarGenerals as $userGeneral){
|
|
$generalID = $userGeneral->getID();
|
|
$cityID = $userGeneral->getCityID();
|
|
if(key_exists($cityID, $this->frontCities)){
|
|
continue;
|
|
}
|
|
if($userGeneral->getVar('crew') < $this->nationPolicy->minWarCrew){
|
|
continue;
|
|
}
|
|
if($userGeneral->getVar('troop')){
|
|
continue;
|
|
}
|
|
|
|
$train = $userGeneral->getVar('train');
|
|
$atmos = $userGeneral->getVar('atmos');
|
|
|
|
if(max($train, $atmos) < $this->nationPolicy->properWarTrainAtmos){
|
|
continue;
|
|
}
|
|
|
|
$generalCandidates[$generalID] = $userGeneral;
|
|
}
|
|
|
|
|
|
return null;
|
|
}
|
|
|
|
protected function do유저장내정발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
$env = $this->env;
|
|
$args = [];
|
|
foreach($this->userCivilGenerals as $userGeneral){
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected function doNPC후방발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->frontCities){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
|
|
protected function doNPC구출발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
//고립 도시 장수 발령
|
|
$args = [];
|
|
foreach ($this->lostGenerals as $lostGeneral) {
|
|
if ($lostGeneral->getVar('npc') < 2 || $lostGeneral->getVar('npc') == 5) {
|
|
continue;
|
|
}
|
|
$selCity = Util::choiceRandom($this->supplyCities);
|
|
//고립된 장수가 많을 수록 발령 확률 증가
|
|
$args = [
|
|
'destGeneralID' => $lostGeneral->getID(),
|
|
'destCityID' => $selCity['city']
|
|
];
|
|
}
|
|
if(!$args){
|
|
return null;
|
|
}
|
|
$cmd = buildNationCommandClass('che_발령', $this->general, $this->env, $lastTurn, Util::choiceRandom($args));
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected function doNPC전방발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->frontCities){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected function doNPC내정발령(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
|
|
protected function do유저장긴급포상(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->userGenerals){
|
|
return null;
|
|
}
|
|
|
|
$nation = $this->nation;
|
|
$candidateArgs = [];
|
|
$remainResource = [
|
|
'gold' => [
|
|
$nation['gold'],
|
|
$this->nationPolicy->reqHumanWarGold
|
|
],
|
|
'rice' => [
|
|
$nation['rice'],
|
|
$this->nationPolicy->reqHumanWarRice
|
|
]
|
|
];
|
|
|
|
|
|
$userWarGenerals = $this->userWarGenerals;
|
|
|
|
foreach($remainResource as $resName=>[$resVal,$reqHumanMinRes]){
|
|
usort($userWarGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
foreach($userWarGenerals as $idx=>$targetUserGeneral){
|
|
if($targetUserGeneral->getVar($resName) >= $reqHumanMinRes){
|
|
break;
|
|
}
|
|
|
|
$crewtype = $targetUserGeneral->getCrewTypeObj();
|
|
$reqMoney = $crewtype->costWithTech($this->nation['tech'], $targetUserGeneral->getLeadership()) * 2 * 4 * 1.1;
|
|
if ($this->env['year'] > $this->env['startyear'] + 5) {
|
|
$reqMoney = max($reqMoney, $reqHumanMinRes);
|
|
}
|
|
$enoughMoney = $reqMoney * 1.5;
|
|
|
|
if ($targetUserGeneral->getVar($resName) >= $reqMoney) {
|
|
continue;
|
|
}
|
|
//국고와 '충분한 금액'의 기하평균
|
|
$payAmount = sqrt(($enoughMoney - $targetUserGeneral->getVar($resName)) * $resVal);
|
|
|
|
if ($resVal < $payAmount / 2) {
|
|
continue;
|
|
}
|
|
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetUserGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => Util::valueFit($payAmount, 100, GameConst::$maxResourceActionAmount)
|
|
],
|
|
count($userWarGenerals)-$idx
|
|
];
|
|
}
|
|
}
|
|
|
|
return buildNationCommandClass(
|
|
'che_포상', $this->general, $this->env, $lastTurn,
|
|
Util::choiceRandomUsingWeightPair($candidateArgs)
|
|
);
|
|
}
|
|
|
|
protected function do유저장포상(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
|
|
if(!$this->userGenerals){
|
|
return null;
|
|
}
|
|
|
|
$nation = $this->nation;
|
|
$candidateArgs = [];
|
|
$remainResource = [
|
|
'gold' => [
|
|
$nation['gold'],
|
|
$this->nationPolicy->reqHumanWarGold,
|
|
$this->nationPolicy->reqHumanDevelGold,
|
|
],
|
|
'rice' => [
|
|
$nation['rice'],
|
|
$this->nationPolicy->reqHumanWarRice,
|
|
$this->nationPolicy->reqHumanDevelRice
|
|
]
|
|
];
|
|
|
|
|
|
$userGenerals = $this->userGenerals;
|
|
|
|
|
|
foreach($remainResource as $resName=>[$resVal,$reqHumanMinWarRes,$reqHumanMinDevelRes]){
|
|
usort($userGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
foreach($userGenerals as $idx=>$targetUserGeneral){
|
|
if($targetUserGeneral->getVar($resName) >= $reqHumanMinWarRes){
|
|
break;
|
|
}
|
|
|
|
if(key_exists($targetUserGeneral->getID(), $this->userWarGenerals)){
|
|
$isWarGeneral = true;
|
|
}
|
|
else{
|
|
$isWarGeneral = false;
|
|
}
|
|
|
|
if($isWarGeneral){
|
|
$reqHumanMinRes = $reqHumanMinWarRes;
|
|
}
|
|
else{
|
|
$reqHumanMinRes = $reqHumanMinDevelRes;
|
|
}
|
|
|
|
$crewtype = $targetUserGeneral->getCrewTypeObj();
|
|
$reqMoney = $crewtype->costWithTech($this->nation['tech'], $targetUserGeneral->getLeadership()) * 2 * 4 * 1.1;
|
|
if ($this->env['year'] > $this->env['startyear'] + 5) {
|
|
$reqMoney = max($reqMoney, $reqHumanMinRes);
|
|
}
|
|
$enoughMoney = $reqMoney * 1.5;
|
|
|
|
if ($targetUserGeneral->getVar($resName) >= $reqMoney) {
|
|
continue;
|
|
}
|
|
//국고와 '충분한 금액'의 기하평균
|
|
$payAmount = sqrt(($enoughMoney - $targetUserGeneral->getVar($resName)) * $resVal);
|
|
|
|
if ($resVal < $payAmount / 2) {
|
|
continue;
|
|
}
|
|
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetUserGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => Util::valueFit($payAmount, 100, GameConst::$maxResourceActionAmount)
|
|
],
|
|
count($userGenerals)-$idx
|
|
];
|
|
}
|
|
}
|
|
|
|
return buildNationCommandClass(
|
|
'che_포상', $this->general, $this->env, $lastTurn,
|
|
Util::choiceRandomUsingWeightPair($candidateArgs)
|
|
);
|
|
}
|
|
|
|
protected function doNPC긴급포상(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->npcWarGenerals){
|
|
return null;
|
|
}
|
|
|
|
|
|
$nation = $this->nation;
|
|
$candidateArgs = [];
|
|
$remainResource = [
|
|
'gold' => [
|
|
$nation['gold'],
|
|
$this->nationPolicy->reqNPCWarGold
|
|
],
|
|
'rice' => [
|
|
$nation['rice'],
|
|
$this->nationPolicy->reqNPCWarRice
|
|
]
|
|
];
|
|
|
|
|
|
$npcWarGenerals = $this->npcWarGenerals;
|
|
|
|
foreach($remainResource as $resName=>[$resVal,$reqNPCMinWarRes]){
|
|
usort($npcWarGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
foreach($npcWarGenerals as $idx=>$targetNPCGeneral){
|
|
if($targetNPCGeneral->getVar($resName) >= $reqNPCMinWarRes){
|
|
break;
|
|
}
|
|
|
|
$crewtype = $targetNPCGeneral->getCrewTypeObj();
|
|
$reqMoney = $crewtype->costWithTech($this->nation['tech'], $targetNPCGeneral->getLeadership()) * 2 * 4 * 1.1;
|
|
if ($this->env['year'] > $this->env['startyear'] + 5) {
|
|
$reqMoney = max($reqMoney, $reqNPCMinWarRes);
|
|
}
|
|
$enoughMoney = $reqMoney * 1.5;
|
|
|
|
if ($targetNPCGeneral->getVar($resName) >= $reqMoney) {
|
|
continue;
|
|
}
|
|
//국고와 '충분한 금액'의 기하평균
|
|
$payAmount = sqrt(($enoughMoney - $targetNPCGeneral->getVar($resName)) * $resVal);
|
|
|
|
if ($resVal < $payAmount / 2) {
|
|
continue;
|
|
}
|
|
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetNPCGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => Util::valueFit($payAmount, 100, GameConst::$maxResourceActionAmount)
|
|
],
|
|
count($npcWarGenerals)-$idx
|
|
];
|
|
}
|
|
}
|
|
|
|
return buildNationCommandClass(
|
|
'che_포상', $this->general, $this->env, $lastTurn,
|
|
Util::choiceRandomUsingWeightPair($candidateArgs)
|
|
);
|
|
}
|
|
|
|
protected function doNPC포상(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->npcWarGenerals && !$this->npcCivilGenerals){
|
|
return null;
|
|
}
|
|
|
|
|
|
$nation = $this->nation;
|
|
$candidateArgs = [];
|
|
$remainResource = [
|
|
'gold' => [
|
|
$nation['gold'],
|
|
$this->nationPolicy->reqNPCWarGold,
|
|
$this->nationPolicy->reqNPCDevelGold
|
|
],
|
|
'rice' => [
|
|
$nation['rice'],
|
|
$this->nationPolicy->reqNPCWarRice,
|
|
$this->nationPolicy->reqNPCDevelRice
|
|
]
|
|
];
|
|
|
|
|
|
$npcWarGenerals = $this->npcWarGenerals;
|
|
$npcCivilGenerals = $this->npcCivilGenerals;
|
|
|
|
foreach($remainResource as $resName=>[$resVal,$reqNPCMinWarRes,$reqNPCMinDevelRes]){
|
|
usort($npcWarGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
foreach($npcWarGenerals as $idx=>$targetNPCGeneral){
|
|
if($targetNPCGeneral->getVar($resName) >= $reqNPCMinWarRes){
|
|
break;
|
|
}
|
|
|
|
$crewtype = $targetNPCGeneral->getCrewTypeObj();
|
|
$reqMoney = $crewtype->costWithTech($nation['tech'], $targetNPCGeneral->getLeadership()) * 2 * 4 * 1.1;
|
|
if ($this->env['year'] > $this->env['startyear'] + 5) {
|
|
$reqMoney = max($reqMoney, $reqNPCMinWarRes);
|
|
}
|
|
$enoughMoney = $reqMoney * 1.5;
|
|
|
|
if ($targetNPCGeneral->getVar($resName) >= $reqMoney) {
|
|
continue;
|
|
}
|
|
//국고와 '충분한 금액'의 기하평균
|
|
$payAmount = sqrt(($enoughMoney - $targetNPCGeneral->getVar($resName)) * $resVal);
|
|
|
|
if ($resVal < $payAmount / 2) {
|
|
continue;
|
|
}
|
|
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetNPCGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => Util::valueFit($payAmount, 100, GameConst::$maxResourceActionAmount)
|
|
],
|
|
max(count($npcWarGenerals), count($npcCivilGenerals))-$idx
|
|
];
|
|
}
|
|
|
|
usort($npcCivilGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
foreach($npcCivilGenerals as $idx=>$targetNPCGeneral){
|
|
if($targetNPCGeneral->getVar($resName) >= $reqNPCMinDevelRes){
|
|
break;
|
|
}
|
|
|
|
$enoughMoney = $reqNPCMinDevelRes * 1.5;
|
|
|
|
if ($targetNPCGeneral->getVar($resName) >= $reqMoney) {
|
|
continue;
|
|
}
|
|
|
|
$payAmount = $enoughMoney - $targetNPCGeneral->getVar($resName);
|
|
$payAmount = Util::valueFit($payAmount, 100, GameConst::$maxResourceActionAmount);
|
|
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetNPCGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $payAmount
|
|
],
|
|
max(count($npcWarGenerals), count($npcCivilGenerals)) - $idx
|
|
];
|
|
}
|
|
|
|
}
|
|
|
|
return buildNationCommandClass(
|
|
'che_포상', $this->general, $this->env, $lastTurn,
|
|
Util::choiceRandomUsingWeightPair($candidateArgs)
|
|
);
|
|
}
|
|
|
|
protected function doNPC몰수(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
if(!$this->npcWarGenerals && !$this->npcCivilGenerals){
|
|
return null;
|
|
}
|
|
|
|
|
|
$nation = $this->nation;
|
|
$candidateArgs = [];
|
|
$remainResource = [
|
|
'gold' => [
|
|
$nation['gold'],
|
|
$this->nationPolicy->reqNationGold,
|
|
$this->nationPolicy->reqNPCWarGold,
|
|
$this->nationPolicy->reqNPCDevelGold,
|
|
],
|
|
'rice' => [
|
|
$nation['rice'],
|
|
$this->nationPolicy->reqNationRice,
|
|
$this->nationPolicy->reqNPCWarRice,
|
|
$this->nationPolicy->reqNPCDevelRice,
|
|
]
|
|
];
|
|
|
|
$npcWarGenerals = $this->npcWarGenerals;
|
|
$npcCivilGenerals = $this->npcCivilGenerals;
|
|
|
|
foreach($remainResource as $resName=>[$resVal,$reqNationResVal,$reqNPCMinWarRes,$reqNPCMinDevelRes]){
|
|
|
|
usort($npcCivilGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return -($lhs->getVar($resName) <=> $rhs->getVar($resName));
|
|
});
|
|
|
|
foreach($npcCivilGenerals as $idx=>$targetNPCGeneral){
|
|
if($targetNPCGeneral->getVar($resName) <= $reqNPCMinDevelRes + 100){
|
|
break;
|
|
}
|
|
|
|
$takeAmount = $targetNPCGeneral->getVar($resName) - $reqNPCMinDevelRes;
|
|
$takeAmount = Util::valueFit($takeAmount, 100, GameConst::$maxResourceActionAmount);
|
|
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetNPCGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $takeAmount
|
|
],
|
|
$takeAmount
|
|
];
|
|
}
|
|
|
|
|
|
//전투 NPC는 국고가 충분하지 않아보일때
|
|
$reqResValDelta = $reqNationResVal * 1.5 - $resVal;
|
|
if($reqResValDelta < 0){
|
|
continue;
|
|
}
|
|
|
|
if($resVal >= $reqNationResVal){
|
|
$willTakeSmallAmount = true;
|
|
}
|
|
else{
|
|
$willTakeSmallAmount = false;
|
|
}
|
|
|
|
|
|
usort($npcWarGenerals, function ($lhs, $rhs) use ($resName) {
|
|
return -($lhs->getVar($resName) <=> $rhs->getVar($resName));
|
|
});
|
|
|
|
|
|
|
|
foreach($npcWarGenerals as $idx=>$targetNPCGeneral){
|
|
if($willTakeSmallAmount){
|
|
if($targetNPCGeneral->getVar($resName) <= $reqNPCMinWarRes * 2){
|
|
break;
|
|
}
|
|
|
|
}
|
|
else if($targetNPCGeneral->getVar($resName) <= $reqNPCMinWarRes){
|
|
break;
|
|
}
|
|
|
|
if(!$willTakeSmallAmount){
|
|
$takeAmount = $targetNPCGeneral->getVar($resName) - $reqNPCMinWarRes;
|
|
$takeAmount = Util::valueFit(sqrt($takeAmount * $reqResValDelta), 0, $takeAmount);
|
|
}
|
|
else{
|
|
$maxTakeAmount = $targetNPCGeneral->getVar($resName) - $reqNPCMinWarRes;
|
|
$minTakeAmount = $targetNPCGeneral->getVar($resName) - $reqNPCMinWarRes * 2;
|
|
$takeAmount = Util::valueFit(sqrt($minTakeAmount * $reqResValDelta), 0, $maxTakeAmount);
|
|
}
|
|
|
|
if($takeAmount < 100){
|
|
break;
|
|
}
|
|
|
|
$takeAmount = Util::valueFit($takeAmount, 100, GameConst::$maxResourceActionAmount);
|
|
$candidateArgs[] = [[
|
|
'destGeneralID' => $targetNPCGeneral->getID(),
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $takeAmount
|
|
],
|
|
$takeAmount
|
|
];
|
|
}
|
|
|
|
}
|
|
|
|
return buildNationCommandClass(
|
|
'che_몰수', $this->general, $this->env, $lastTurn,
|
|
Util::choiceRandomUsingWeightPair($candidateArgs)
|
|
);
|
|
}
|
|
|
|
|
|
// 군주 행동
|
|
protected function do선포(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
$general = $this->general;
|
|
|
|
if($general->getVar('level') < 12){
|
|
return null;
|
|
}
|
|
|
|
if($this->dipState !== self::d평화){
|
|
return null;
|
|
}
|
|
|
|
if($this->attackable){
|
|
return null;
|
|
}
|
|
|
|
$targetNationID = $this->findWarTarget();
|
|
if($targetNationID === null){
|
|
return null;
|
|
}
|
|
|
|
$cmd = buildNationCommandClass('che_선전포고', $general, $this->env, $lastTurn, [
|
|
'destNationID' => $targetNationID
|
|
]);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
}
|
|
|
|
protected function do천도(LastTurn $lastTurn): ?NationCommand
|
|
{
|
|
$general = $this->general;
|
|
|
|
$db = DB::db();
|
|
|
|
$nationStor = KVStorage::getStorage($db, 'nation_env');
|
|
$turnTerm = $this->env['turnterm'];
|
|
|
|
//천도를 한턴 넣었다면 계속 넣는다.
|
|
if($lastTurn->getCommand() === 'che_천도'){
|
|
$cmd = buildNationCommandClass('che_천도', $general, $this->env, $lastTurn, $lastTurn->getArg());
|
|
if($cmd->isRunnable()){
|
|
$nationStor->last천도Trial = [$general->getVar('level'), $general->getTurnTime()];
|
|
return $cmd;
|
|
}
|
|
}
|
|
|
|
$lastTrial = $nationStor->last천도Trial;
|
|
if($lastTrial){
|
|
[$lastTrialLevel, $lastTrialTurnTime] = $lastTrial;
|
|
$timeDiffSeconds = TimeUtil::DateIntervalToSeconds(
|
|
date_create_immutable($lastTrialTurnTime)->diff(
|
|
date_create_immutable($general->getTurnTime())
|
|
)
|
|
);
|
|
if($timeDiffSeconds < $turnTerm * 30 && $lastTrialLevel !== $general->getVar('level')){ //0.5Turn
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/*
|
|
도시 점수 공식
|
|
sqrt(인구) * sqrt(모든 아국 도시까지의 거리의 합) * sqrt(내정률)
|
|
가장 높은 도시로 이동하되, 상위 25% 내에 들었다면 정지
|
|
*/
|
|
|
|
|
|
//checkSupply()와 비슷하면서 다름
|
|
|
|
$nationCityIDList = [];
|
|
$this->categorizeNationCities();
|
|
foreach($this->nationCities as $city){
|
|
$nationCityIDList[$city['city']] = true;
|
|
}
|
|
|
|
//애초에 도시랄 것이 없음
|
|
if(count($nationCityIDList) <= 1){
|
|
return null;
|
|
}
|
|
|
|
$queue = new \SplQueue();
|
|
$capital = $this->nation['capital'];
|
|
$cityList = [
|
|
$capital=>0
|
|
];
|
|
|
|
$queue->enqueue($capital);
|
|
|
|
//수도와 연결된 도시 탐색
|
|
while(!$queue->isEmpty()){
|
|
$cityID = $queue->dequeue();
|
|
|
|
foreach(CityConst::byID($cityID)->path as $nextCityID){
|
|
if(!key_exists($cityID, $nationCityIDList)){
|
|
continue;
|
|
}
|
|
if(key_exists($cityID, $cityList)){
|
|
continue;
|
|
}
|
|
$cityList[$cityID] = 0;
|
|
$queue->enqueue($nextCityID);
|
|
}
|
|
}
|
|
|
|
$cityList = array_keys($cityList);
|
|
|
|
//수도와 연결된 도시가 없음
|
|
if(count($cityList) == 1){
|
|
return null;
|
|
}
|
|
|
|
$distanceList = searchAllDistanceByCityList($cityList);
|
|
|
|
|
|
$maxDistance = 0;
|
|
foreach($distanceList as $cityID=>$subDistanceList){
|
|
$maxDistance = max($maxDistance, array_sum($subDistanceList));
|
|
}
|
|
|
|
$cityScoreList = [];
|
|
foreach($cityList as $cityID){
|
|
$city = $this->nationCities[$cityID];
|
|
|
|
$cityScoreList[$cityID] = sqrt($city['pop']) * $maxDistance / array_sum($distanceList[$cityID]) * sqrt($city['dev']);
|
|
}
|
|
|
|
arsort($cityScoreList);
|
|
|
|
$enoughLimit = ceil(count($cityScoreList) * 0.25);
|
|
foreach(array_keys($cityScoreList) as $idx=>$cityID){
|
|
if($idx > $enoughLimit){
|
|
break;
|
|
}
|
|
if($idx === $capital){
|
|
return null;
|
|
}
|
|
}
|
|
|
|
$finalCityID = Util::array_first_key($cityScoreList);
|
|
$dist = $distanceList[$capital][$finalCityID];
|
|
$targetCityID = $finalCityID;
|
|
if($dist > 1){
|
|
$candidates = [];
|
|
foreach(CityConst::byID($capital)->path as $stopID){
|
|
if(!key_exists($stopID, $distanceList)){
|
|
continue;
|
|
}
|
|
if($distanceList[$stopID][$finalCityID] + 1 === $dist){
|
|
$candidates[] = $stopID;
|
|
}
|
|
}
|
|
$targetCityID = Util::choiceRandom($candidates);
|
|
}
|
|
|
|
$cmd = buildNationCommandClass('che_천도', $general, $this->env, $lastTurn, [
|
|
'destCityID'=>$targetCityID
|
|
]);
|
|
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
|
|
|
|
$nationStor->last천도Trial = [$general->getVar('level'), $general->getTurnTime()];
|
|
|
|
return $cmd;
|
|
}
|
|
|
|
//일반장 행동
|
|
protected function do일반내정(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
$leadership = $this->leadership;
|
|
$strength = $this->strength;
|
|
$intel = $this->intel;
|
|
|
|
$general = $this->general;
|
|
$env = $this->env;
|
|
$genType = $this->genType;
|
|
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
|
|
$develRate = [
|
|
'trust' => Util::valueFit($city['trust'], 0.001),
|
|
'pop' => Util::valueFit($city['pop'] / $city['pop_max'], 0.001),
|
|
'agri' => Util::valueFit($city['agri'] / $city['agri_max'], 0.001),
|
|
'comm' => Util::valueFit($city['comm'] / $city['comm_max'], 0.001),
|
|
'secu' => Util::valueFit($city['secu'] / $city['secu_max'], 0.001),
|
|
'def' => Util::valueFit($city['def'] / $city['def_max'], 0.001),
|
|
'wall' => Util::valueFit($city['wall'] / $city['wall_max'], 0.001),
|
|
];
|
|
|
|
$cmdList = [];
|
|
|
|
if ($genType & self::t통솔장) {
|
|
if ($develRate['trust'] < 0.95) {
|
|
$cmd = buildGeneralCommandClass('che_주민선정', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $leadership / $develRate['trust'] * 2];
|
|
}
|
|
}
|
|
if ($develRate['pop'] < 0.8) {
|
|
$cmd = buildGeneralCommandClass('che_정착장려', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $leadership / $develRate['pop']];
|
|
}
|
|
}
|
|
}
|
|
|
|
if($genType & self::t무장){
|
|
if($develRate['def'] < 1){
|
|
$cmd = buildGeneralCommandClass('che_수비강화', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $strength / $develRate['def']];
|
|
}
|
|
}
|
|
if($develRate['wall'] < 1){
|
|
$cmd = buildGeneralCommandClass('che_성벽보수', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $strength / $develRate['wall']];
|
|
}
|
|
}
|
|
if($develRate['comm'] < 0.9){
|
|
$cmd = buildGeneralCommandClass('che_치안강화', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $strength / Util::valueFit($develRate['comm'] / 0.8, null, 1)];
|
|
}
|
|
}
|
|
}
|
|
|
|
if($genType & self::t지장){
|
|
if (!TechLimit($env['startyear'], $env['year'], $nation['tech'])) {
|
|
$cmd = buildGeneralCommandClass('che_기술연구', $general, $env);
|
|
if ($cmd->isRunnable()) {
|
|
if (!TechLimit($env['startyear'], $env['year'], $nation['tech'] + 1000)) {
|
|
//한등급 이상 뒤쳐져 있다면, 조금 더 열심히 하자.
|
|
$cmdList[] = [$cmd, $intel * 2];
|
|
} else {
|
|
$cmdList[] = [$cmd, $intel];
|
|
}
|
|
}
|
|
}
|
|
if ($develRate['agri'] < 1) {
|
|
$cmd = buildGeneralCommandClass('che_농지개간', $general, $env);
|
|
if ($cmd->isRunnable()) {
|
|
$cmdList[] = [$cmd, $intel];
|
|
}
|
|
}
|
|
if ($develRate['comm'] < 1) {
|
|
$cmd = buildGeneralCommandClass('che_상업투자', $general, $env);
|
|
if ($cmd->isRunnable()) {
|
|
$cmdList[] = [$cmd, $intel];
|
|
}
|
|
}
|
|
}
|
|
|
|
return Util::choiceRandomUsingWeightPair($cmdList);
|
|
}
|
|
|
|
protected function do긴급내정(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if($this->dipState === self::d평화){
|
|
return null;
|
|
}
|
|
|
|
$leadership = $this->leadership;
|
|
$strength = $this->strength;
|
|
$intel = $this->intel;
|
|
|
|
$general = $this->general;
|
|
$env = $this->env;
|
|
$genType = $this->genType;
|
|
|
|
$city = $this->city;
|
|
|
|
if($city['trust'] < 0.3 && Util::randBool($leadership / GameConst::$chiefStatMin)){
|
|
$cmd = buildGeneralCommandClass('che_주민선정', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
return $cmd;
|
|
}
|
|
}
|
|
|
|
if($city['pop'] < $this->nationPolicy->safeRecruitCityPopulation && Util::randBool($leadership / GameConst::$chiefStatMin / 2)){
|
|
$cmd = buildGeneralCommandClass('che_정착장려', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
return $cmd;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected function do전쟁내정(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
|
|
if($this->dipState === self::d평화){
|
|
return null;
|
|
}
|
|
|
|
$leadership = $this->leadership;
|
|
$strength = $this->strength;
|
|
$intel = $this->intel;
|
|
|
|
$general = $this->general;
|
|
$env = $this->env;
|
|
$genType = $this->genType;
|
|
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
|
|
$develRate = [
|
|
'trust' => Util::valueFit($city['trust'], 0.001),
|
|
'pop' => Util::valueFit($city['pop'] / $city['pop_max'], 0.001),
|
|
'agri' => Util::valueFit($city['agri'] / $city['agri_max'], 0.001),
|
|
'comm' => Util::valueFit($city['comm'] / $city['comm_max'], 0.001),
|
|
'secu' => Util::valueFit($city['secu'] / $city['secu_max'], 0.001),
|
|
'def' => Util::valueFit($city['def'] / $city['def_max'], 0.001),
|
|
'wall' => Util::valueFit($city['wall'] / $city['wall_max'], 0.001),
|
|
];
|
|
|
|
$cmdList = [];
|
|
|
|
if ($genType & self::t통솔장) {
|
|
if ($develRate['trust'] < 0.9) {
|
|
$cmd = buildGeneralCommandClass('che_주민선정', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $leadership / $develRate['trust'] / 2];
|
|
}
|
|
}
|
|
if ($develRate['pop'] < 0.8) {
|
|
$cmd = buildGeneralCommandClass('che_정착장려', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
if (in_array($city['front'], [1, 3])) {
|
|
$cmdList[] = [$cmd, $leadership / $develRate['pop']];
|
|
}
|
|
else{
|
|
$cmdList[] = [$cmd, $leadership / $develRate['pop'] / 2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if($genType & self::t무장){
|
|
if($develRate['def'] < 0.5){
|
|
$cmd = buildGeneralCommandClass('che_수비강화', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $strength / $develRate['def'] / 2];
|
|
}
|
|
}
|
|
if($develRate['wall'] < 0.5){
|
|
$cmd = buildGeneralCommandClass('che_성벽보수', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $strength / $develRate['wall'] / 2];
|
|
}
|
|
}
|
|
if($develRate['comm'] < 0.5){
|
|
$cmd = buildGeneralCommandClass('che_치안강화', $general, $env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, $strength / Util::valueFit($develRate['comm'] / 0.8, null, 1) / 4];
|
|
}
|
|
}
|
|
}
|
|
|
|
if($genType & self::t지장){
|
|
if (!TechLimit($env['startyear'], $env['year'], $nation['tech'])) {
|
|
$cmd = buildGeneralCommandClass('che_기술연구', $general, $env);
|
|
if ($cmd->isRunnable()) {
|
|
if (!TechLimit($env['startyear'], $env['year'], $nation['tech'] + 1000)) {
|
|
//한등급 이상 뒤쳐져 있다면, 조금 더 열심히 하자.
|
|
$cmdList[] = [$cmd, $intel * 2];
|
|
} else {
|
|
$cmdList[] = [$cmd, $intel];
|
|
}
|
|
}
|
|
}
|
|
if ($develRate['agri'] < 0.5) {
|
|
$cmd = buildGeneralCommandClass('che_농지개간', $general, $env);
|
|
if ($cmd->isRunnable()) {
|
|
if (in_array($city['front'], [1, 3])) {
|
|
$cmdList[] = [$cmd, $intel / 4];
|
|
}
|
|
else{
|
|
$cmdList[] = [$cmd, $intel / 2];
|
|
}
|
|
}
|
|
}
|
|
if ($develRate['comm'] < 0.5) {
|
|
$cmd = buildGeneralCommandClass('che_상업투자', $general, $env);
|
|
if ($cmd->isRunnable()) {
|
|
if (in_array($city['front'], [1, 3])) {
|
|
$cmdList[] = [$cmd, $intel / 4];
|
|
}
|
|
else{
|
|
$cmdList[] = [$cmd, $intel / 2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Util::choiceRandomUsingWeightPair($cmdList);
|
|
}
|
|
|
|
|
|
protected function do금쌀구매(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
$general = $this->general;
|
|
$avgAmount = ($general->getVar('gold') + $general->getVar('rice'))/2;
|
|
|
|
if($this->city['trade'] === null && !$this->generalPolicy->can상인무시){
|
|
return null;
|
|
}
|
|
|
|
if($avgAmount < $this->baseDevelCost){
|
|
return null;
|
|
}
|
|
|
|
if($this->dipState !== self::d평화 && ($this->genType & self::t통솔장)){
|
|
$crewType = $general->getCrewTypeObj();
|
|
if($this->generalPolicy->can모병){
|
|
$costCmd = buildGeneralCommandClass('che_모병', $general, $this->env, [
|
|
'crewType'=>$crewType->id,
|
|
'amount'=>$this->fullLeadership*100
|
|
]);
|
|
}
|
|
else{
|
|
$costCmd = buildGeneralCommandClass('che_징병', $general, $this->env, [
|
|
'crewType'=>$crewType->id,
|
|
'amount'=>$this->fullLeadership*100
|
|
]);
|
|
}
|
|
|
|
$goldCost = $costCmd->getCost()[0];
|
|
$riceCost = $crewType->riceWithTech(
|
|
$this->nation['tech'],
|
|
$this->fullLeadership*100 *
|
|
$general->getRankVar('killcrew')/max($general->getRankVar('deathcrew'),1)
|
|
);
|
|
|
|
if($avgAmount * 2 > $goldCost + $riceCost){
|
|
if ($general->getVar('rice') < $riceCost * 2 && $general->getVar('gold') >= $goldCost * 4) {
|
|
//1:1
|
|
return buildGeneralCommandClass('che_군량매매', $general, $this->env,
|
|
[
|
|
'buyRice' => true,
|
|
'amount' => Util::valueFit(Util::toInt($general->getVar('gold') - $avgAmount), 100, GameConst::$maxResourceActionAmount)
|
|
]
|
|
);
|
|
}
|
|
if ($general->getVar('gold') < $goldCost && $general->getVar('rice') >= $riceCost * 2) {
|
|
$avgAmount = ($general->getVar('gold') + $general->getVar('rice'))/2;
|
|
return buildGeneralCommandClass('che_군량매매', $general, $this->env,
|
|
[
|
|
'buyRice' => false,
|
|
'amount' => Util::valueFit(Util::toInt($general->getVar('rice') - $avgAmount), 100, GameConst::$maxResourceActionAmount)
|
|
]
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
if ($general->getVar('rice') < $this->baseDevelCost && $general->getVar('gold') >= $this->baseDevelCost * 3) {
|
|
return buildGeneralCommandClass('che_군량매매', $general, $this->env,
|
|
[
|
|
'buyRice' => true,
|
|
'amount' => Util::valueFit(Util::toInt($general->getVar('gold') - $avgAmount), 100, GameConst::$maxResourceActionAmount)
|
|
]
|
|
);
|
|
}
|
|
if ($general->getVar('gold') < $this->baseDevelCost && $general->getVar('rice') >= $this->baseDevelCost * 3) {
|
|
$avgAmount = ($general->getVar('gold') + $general->getVar('rice'))/2;
|
|
return buildGeneralCommandClass('che_군량매매', $general, $this->env,
|
|
[
|
|
'buyRice' => false,
|
|
'amount' => Util::valueFit(Util::toInt($general->getVar('rice') - $avgAmount), 100, GameConst::$maxResourceActionAmount)
|
|
]
|
|
);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
protected function do징병(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if (!$this->attackable){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
|
|
$general = $this->getGeneralObj();
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$nationID = $general->getNationID();
|
|
|
|
$genType = $this->genType;
|
|
|
|
$tech = $nation['tech'];
|
|
|
|
$db = DB::db();
|
|
|
|
$dex = [
|
|
GameUnitConst::T_FOOTMAN => sqrt($general->getVar('dex1') + 500),
|
|
GameUnitConst::T_ARCHER => sqrt($general->getVar('dex2') + 500),
|
|
GameUnitConst::T_CAVALRY => sqrt($general->getVar('dex3') + 500),
|
|
GameUnitConst::T_WIZARD => sqrt($general->getVar('dex4') + 500),
|
|
GameUnitConst::T_SIEGE => sqrt($general->getVar('dex5') + 500),
|
|
];
|
|
|
|
|
|
$cities = [];
|
|
$regions = [];
|
|
|
|
foreach ($db->queryAllLists('SELECT city, region FROM city WHERE nation = %i', $nationID) as [$cityID, $regionID]) {
|
|
$cities[$cityID] = true;
|
|
$regions[$regionID] = true;
|
|
}
|
|
$relYear = Util::valueFit($env['year'] - $env['startyear'], 0);
|
|
|
|
|
|
$typesAll = [];
|
|
if ($genType & self::t무장) {
|
|
$types = [];
|
|
foreach (GameUnitConst::byType(GameUnitConst::T_FOOTMAN) as $crewtype) {
|
|
if ($crewtype->isValid($cities, $regions, $relYear, $tech)) {
|
|
$score = $dex[GameUnitConst::T_FOOTMAN] * $crewtype->pickScore($tech);
|
|
$types[] = [$crewtype->id, $score];
|
|
}
|
|
}
|
|
foreach (GameUnitConst::byType(GameUnitConst::T_ARCHER) as $crewtype) {
|
|
if ($crewtype->isValid($cities, $regions, $relYear, $tech)) {
|
|
$score = $dex[GameUnitConst::T_ARCHER] * $crewtype->pickScore($tech);
|
|
$types[] = [$crewtype->id, $score];
|
|
}
|
|
}
|
|
foreach (GameUnitConst::byType(GameUnitConst::T_CAVALRY) as $crewtype) {
|
|
if ($crewtype->isValid($cities, $regions, $relYear, $tech)) {
|
|
$score = $dex[GameUnitConst::T_CAVALRY] * $crewtype->pickScore($tech);
|
|
$types[] = [$crewtype->id, $score];
|
|
}
|
|
}
|
|
foreach ($types as [$crewtype, $score]) {
|
|
$typesAll[$crewtype] = [$crewtype, $score / count($types)];
|
|
}
|
|
}
|
|
|
|
if ($genType & self::t지장) {
|
|
$types = [];
|
|
foreach (GameUnitConst::byType(GameUnitConst::T_WIZARD) as $crewtype) {
|
|
if ($crewtype->isValid($cities, $regions, $relYear, $tech)) {
|
|
$score = $dex[GameUnitConst::T_WIZARD] * $crewtype->pickScore($tech);
|
|
$types[] = [$crewtype->id, $score];
|
|
}
|
|
}
|
|
foreach ($types as [$crewtype, $score]) {
|
|
$typesAll[$crewtype] = [$crewtype, $score / count($types)];
|
|
}
|
|
}
|
|
|
|
if ($typesAll) {
|
|
$type = Util::choiceRandomUsingWeightPair($types);
|
|
} else {
|
|
$type = GameUnitConst::DEFAULT_CREWTYPE;
|
|
}
|
|
|
|
//NOTE: 훈련과 사기진작은 '금만 사용한다'는 가정을 하고 있음
|
|
$obj훈련 = buildGeneralCommandClass('che_훈련', $general, $env);
|
|
$obj사기진작 = buildGeneralCommandClass('che_사기진작', $general, $env);
|
|
|
|
$gold = $general->getVar('gold');
|
|
$gold -= $obj훈련->getCost()[0] * 2;
|
|
$gold -= $obj사기진작->getCost()[0] * 2;
|
|
|
|
$cost = $general->getCrewTypeObj()->costWithTech($tech);
|
|
$cost = $general->onCalcDomestic('징병', 'cost', $cost);
|
|
|
|
$crew = intdiv($gold, $cost);
|
|
$crew *= 100;
|
|
|
|
return buildGeneralCommandClass('che_징병', $general, $env, [
|
|
'crewType' => $type,
|
|
'amount' => $crew
|
|
]);
|
|
}
|
|
|
|
protected function do전투준비(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if (!$this->attackable){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
$cmdList = [];
|
|
$general = $this->general;
|
|
|
|
$train = $general->getVar('train');
|
|
$atmos = $general->getVar('atmos');
|
|
|
|
if($train < $this->nationPolicy->properWarTrainAtmos){
|
|
$cmd = buildGeneralCommandClass('che_훈련', $general, $this->env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, GameConst::$maxTrainByCommand / Util::valueFit($train, 1)];
|
|
}
|
|
}
|
|
|
|
if($train < $this->nationPolicy->properWarTrainAtmos){
|
|
$cmd = buildGeneralCommandClass('che_사기진작', $general, $this->env);
|
|
if($cmd->isRunnable()){
|
|
$cmdList[] = [$cmd, GameConst::$maxAtmosByCommand / Util::valueFit($atmos, 1)];
|
|
}
|
|
}
|
|
|
|
if(!$cmd){
|
|
return null;
|
|
}
|
|
return Util::choiceRandomUsingWeightPair($cmdList);
|
|
}
|
|
|
|
public function do소집해제(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if ($this->attackable){
|
|
return null;
|
|
}
|
|
if ($this->dipState !== self::d평화) {
|
|
return null;
|
|
}
|
|
if ($this->general->getVar('crew') == 0){
|
|
return null;
|
|
}
|
|
if (Util::randBool(0.75)) {
|
|
return null;
|
|
}
|
|
$cmd = buildGeneralCommandClass('che_소집해제', $this->general, $this->env);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
}
|
|
|
|
|
|
protected function do출병(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if (!$this->attackable) {
|
|
return null;
|
|
}
|
|
if($this->dipState !== self::d전쟁){
|
|
return null;
|
|
}
|
|
|
|
$general = $this->getGeneralObj();
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
|
|
$cityID = $city['city'];
|
|
$nationID = $nation['nation'];
|
|
|
|
$db = DB::db();
|
|
|
|
if ($city['front'] <= 1) {
|
|
return null;
|
|
}
|
|
|
|
$attackableNations = [];
|
|
foreach ($this->warTargetNation as $targetNationID => $state) {
|
|
if ($state == 1) {
|
|
continue;
|
|
}
|
|
$attackableNations[] = $targetNationID;
|
|
}
|
|
$nearCities = array_keys(CityConst::byID($cityID)->path);
|
|
|
|
$attackableCities = $db->queryFirstColumn(
|
|
'SELECT city FROM city WHERE nation IN %li AND city IN %li',
|
|
$attackableNations,
|
|
$nearCities
|
|
);
|
|
|
|
if (count($attackableCities) == 0) {
|
|
throw new \RuntimeException('출병 불가' . $cityID . var_export($attackableNations, true) . var_export($nearCities, true));
|
|
}
|
|
|
|
return buildGeneralCommandClass('che_출병', $general, $this->env, ['destCityID' => Util::choiceRandom($attackableCities)]);
|
|
}
|
|
|
|
|
|
/*
|
|
protected function doNPC증여(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
*/
|
|
|
|
protected function doNPC헌납(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
|
|
protected function do후방워프(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if(!$this->attackable){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
protected function do전방워프(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
if(!$this->attackable){
|
|
return null;
|
|
}
|
|
if (in_array($this->dipState, [self::d평화, self::d선포])) {
|
|
return null;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
protected function do내정워프(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
|
|
protected function do귀환(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
$cityID = $this->general->getCityID();
|
|
if(key_exists($cityID, $this->supplyCities)){
|
|
return null;
|
|
}
|
|
|
|
$cmd = buildGeneralCommandClass('che_귀환', $this->general, $this->env);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
}
|
|
|
|
protected function do집합(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
$cmd = $reservedCommand;
|
|
$general = $this->general;
|
|
$generalID = $general->getID();
|
|
|
|
$cmd = buildGeneralCommandClass('che_집합', $general, $this->env);
|
|
_setGeneralCommand($generalID, range(0, GameConst::$maxTurn - 1), $cmd->getRawClassName(), $cmd->getArg(), $cmd->getBrief());
|
|
|
|
return $cmd;
|
|
}
|
|
|
|
protected function do방랑군이동(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
protected function do거병(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
protected function do건국(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
protected function do선양(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
return null;
|
|
}
|
|
|
|
protected function do국가선택(GeneralCommand $reservedCommand): ?GeneralCommand
|
|
{
|
|
$general = $this->getGeneralObj();
|
|
$city = $this->city;
|
|
$env = $this->env;
|
|
|
|
$db = DB::db();
|
|
|
|
$arg = null;
|
|
|
|
// 오랑캐는 바로 임관
|
|
if ($general->getVar('npc') == 9) {
|
|
$rulerNation = $db->queryFirstField(
|
|
'SELECT nation FROM general WHERE `level`=12 AND npc=9 and nation not in %li ORDER BY RAND() limit 1',
|
|
$general->getAuxVar('joinedNations') ?? [0]
|
|
);
|
|
|
|
if ($rulerNation) {
|
|
$cmd = buildGeneralCommandClass('che_임관', $general, $env, ['destNationID' => $rulerNation]);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
}
|
|
}
|
|
|
|
switch (Util::choiceRandomUsingWeight([
|
|
'임관' => 11.4,
|
|
'거병_견문' => 40,
|
|
'이동' => 20,
|
|
'기타' => 28.6
|
|
])) {
|
|
//임관
|
|
case '임관':
|
|
|
|
$available = true;
|
|
|
|
if ($env['startyear'] + 3 > $env['year']) {
|
|
//초기 임관 기간에서는 국가가 적을수록 임관 시도가 적음
|
|
$nationCnt = $db->queryFirstField('SELECT count(nation) FROM nation');
|
|
$notFullNationCnt = $db->queryFirstField('SELECT count(nation) FROM nation WHERE gennum < %i', GameConst::$initialNationGenLimit);
|
|
if ($nationCnt == 0 || $notFullNationCnt == 0) {
|
|
$available = false;
|
|
} else if (Util::randBool(pow(1 / $nationCnt / pow($notFullNationCnt, 3), 1 / 4))) {
|
|
//국가가 1개일 경우에는 '임관하지 않음'
|
|
$available = false;
|
|
}
|
|
}
|
|
|
|
if ($general->getVar('affinity') == 999 || !$available) {
|
|
return null;
|
|
}
|
|
|
|
//랜임 커맨드 입력.
|
|
$cmd = buildGeneralCommandClass('che_랜덤임관', $general, $env, ['destNationID' => $rulerNation]);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
|
|
break;
|
|
case '거병_견문': //거병이나 견문
|
|
// 초반이면서 능력이 좋은놈 위주로 1.4%확률로 거병
|
|
|
|
if($general->getVar('makelimit')){
|
|
return null;
|
|
}
|
|
|
|
if(!$this->generalPolicy->can건국){
|
|
return null;
|
|
}
|
|
|
|
$prop = Util::randF() * (GameConst::$defaultStatNPCMax + GameConst::$chiefStatMin) / 2;
|
|
$ratio = ($general->getVar('leadership') + $general->getVar('strength') + $general->getVar('intel')) / 3;
|
|
|
|
|
|
if($prop >= $ratio){
|
|
return null;
|
|
}
|
|
|
|
if(Util::randBool(1 - 0.014)){
|
|
return null;
|
|
}
|
|
|
|
$cmd = buildGeneralCommandClass('che_거병', $general, $env, null);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
break;
|
|
case '이동': //이동
|
|
|
|
$paths = array_keys(CityConst::byID($city['city'])->path);
|
|
|
|
$cmd = buildGeneralCommandClass('che_이동', $general, $env, ['destCityID' => Util::choiceRandom($paths)]);
|
|
if(!$cmd->isRunnable()){
|
|
return null;
|
|
}
|
|
return $cmd;
|
|
break;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected function NPC사망대비(): ?GeneralCommand
|
|
{
|
|
$general = $this->getGeneralObj();
|
|
|
|
if($general->getVar('killturn') > 5){
|
|
return null;
|
|
}
|
|
|
|
if($general->getNationID() == 0){
|
|
return buildGeneralCommandClass('che_견문', $general, $this->env);
|
|
}
|
|
|
|
if ($general->getVar('gold') + $general->getVar('rice') == 0) {
|
|
return buildGeneralCommandClass('che_물자조달', $general, $this->env);
|
|
}
|
|
|
|
if ($general->getVar('gold') >= $general->getVar('rice')) {
|
|
return buildGeneralCommandClass('che_헌납', $general, $this->env, [
|
|
'isGold' => true,
|
|
'amount' => GameConst::$maxResourceActionAmount
|
|
]);
|
|
} else {
|
|
return buildGeneralCommandClass('che_헌납', $general, $this->env, [
|
|
'isGold' => false,
|
|
'amount' => GameConst::$maxResourceActionAmount
|
|
]);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
protected function do중립(GeneralCommand $reservedCommand): GeneralCommand
|
|
{
|
|
$general = $this->general;
|
|
if($general->getNationID() == 0){
|
|
return buildGeneralCommandClass('che_견문', $this->general, $this->env);
|
|
}
|
|
|
|
|
|
$candidate = [];
|
|
$nation = $this->nation;
|
|
if($nation['gold'] < $this->nationPolicy->reqNationGold){
|
|
$candidate[] = 'che_물자조달';
|
|
}
|
|
if($nation['rice'] < $this->nationPolicy->reqNationGold){
|
|
$candidate[] = 'che_물자조달';
|
|
}
|
|
$candidate[] = 'che_인재탐색';
|
|
|
|
|
|
return buildGeneralCommandClass(Util::choiceRandom($candidate), $this->general, $this->env);
|
|
}
|
|
|
|
protected function categorizeNationCities():void{
|
|
|
|
if($this->nationCities !== null){
|
|
return;
|
|
}
|
|
|
|
$nation = $this->nation;
|
|
$nationID = $nation['nation'];
|
|
|
|
$db = DB::db();
|
|
|
|
$nationCities = [];
|
|
$frontCities = [];
|
|
$supplyCities = [];
|
|
$backupCities = [];
|
|
|
|
foreach ($db->query('SELECT * FROM city WHERE nation = %i', $nationID) as $nationCity) {
|
|
$nationCity['generals'] = [];
|
|
$cityID = $nationCity['city'];
|
|
$dev =
|
|
($nationCity['agri'] + $nationCity['comm'] + $nationCity['secu'] + $nationCity['def'] + $nationCity['wall']) /
|
|
($nationCity['agri_max'] + $nationCity['comm_max'] + $nationCity['secu_max'] + $nationCity['def_max'] + $nationCity['wall_max']);
|
|
|
|
$nationCity['dev'] = $dev;
|
|
|
|
$importantScore = 1;
|
|
if ($nationCity['officer4']) {
|
|
$importantScore += 1;
|
|
}
|
|
|
|
if ($nationCity['officer3']) {
|
|
$importantScore += 1;
|
|
}
|
|
|
|
if ($nationCity['officer2']) {
|
|
$importantScore += 1;
|
|
}
|
|
|
|
$nationCity['important'] = $importantScore;
|
|
|
|
if($nationCity['supply']){
|
|
$supplyCities[$cityID] = &$nationCity;
|
|
}
|
|
if($nationCity['front']){
|
|
$frontCities[$cityID] = &$nationCity;
|
|
}
|
|
else{
|
|
$backupCities[$cityID] = &$nationCity;
|
|
}
|
|
|
|
$nationCities[$cityID] = &$nationCity;
|
|
}
|
|
|
|
$this->nationCities = $nationCities;
|
|
$this->frontCities = $frontCities;
|
|
$this->supplyCities = $supplyCities;
|
|
$this->backupCities = $backupCities;
|
|
}
|
|
|
|
|
|
protected function categorizeNationGeneral():void{
|
|
if($this->userGenerals !== null){
|
|
return;
|
|
}
|
|
$userGenerals = [];
|
|
$userCivilGenerals = [];
|
|
$userWarGenerals = [];
|
|
|
|
$lostGenerals = [];
|
|
$npcCivilGenerals = [];
|
|
$npcWarGenerals = [];
|
|
$troopLeaders = [];
|
|
|
|
$nationID = $this->nation['nation'];
|
|
|
|
$this->categorizeNationCities();
|
|
$nationCities = &$this->nationCities;
|
|
|
|
$db = DB::db();
|
|
$generalIDList = $db->queryFirstColumn('SELECT no FROM general WHERE nation = %i AND no != %i', $nationID, $this->general->getID());
|
|
|
|
$nationGenerals = General::createGeneralObjListFromDB($generalIDList, null, 2);
|
|
|
|
$lastWar = \PHP_INT_MAX;
|
|
foreach($nationGenerals as $nationGeneral){
|
|
$recentWar = $nationGeneral->calcRecentWarTurn($this->env['turnterm']);
|
|
if($recentWar >= $nationGeneral->getVar('belong') * 12){
|
|
//임관전 전투는 제외
|
|
continue;
|
|
}
|
|
|
|
$lastWar = min($lastWar, $recentWar);
|
|
}
|
|
|
|
foreach($nationGenerals as $nationGeneral){
|
|
$generalID = $nationGeneral->getID();
|
|
$cityID = $nationGeneral->getCityID();
|
|
$npcType = $nationGeneral->getVar('npc');
|
|
|
|
if (key_exists($cityID, $nationCities)) {
|
|
$nationCities[$cityID]['generals'][$generalID] = $nationGeneral;
|
|
if (!$nationCities[$cityID]['supply']) {
|
|
$lostGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
} else {
|
|
$lostGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
|
|
if($npcType == 5){
|
|
//부대장임
|
|
$troopLeaders[$generalID] = $nationGeneral;
|
|
}
|
|
else if($nationGeneral->getVar('troop') === $generalID && $nationGeneral->getReservedTurn(0, $this->env)->getName() === 'che_집합'){
|
|
//비 NPC부대장임
|
|
$troopLeaders[$generalID] = $nationGeneral;
|
|
}
|
|
else if($nationGeneral->getVar('killturn') < 5){
|
|
//삭턴이 몇 안남은 장수는 '내정장 npc'로 처리
|
|
$npcCivilGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
else if($npcType < 2) {
|
|
$userGenerals[$generalID] = $nationGeneral;
|
|
if($nationGeneral->calcRecentWarTurn($this->env['turnterm']) <= $lastWar + 12){
|
|
$userWarGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
else if(
|
|
$this->dipState !== self::d평화 &&
|
|
$nationGeneral->getVar('crew') >= $this->nationPolicy->minWarCrew &&
|
|
$nationGeneral->getVar('train') >= $nationGeneral->getVar('defence_train') &&
|
|
$nationGeneral->getVar('atmos') >= $nationGeneral->getVar('defence_train')
|
|
){
|
|
$userWarGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
else{
|
|
$userCivilGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
} else if ($nationGeneral->getLeadership() >= $this->nationPolicy->minNPCWarLeadership) {
|
|
$npcWarGenerals[$generalID] = $nationGeneral;
|
|
} else {
|
|
$npcCivilGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
}
|
|
|
|
$this->nationGenerals = $nationGenerals;
|
|
$this->userGenerals = $userGenerals;
|
|
$this->userCivilGenerals = $userCivilGenerals;
|
|
$this->userWarGenerals = $userWarGenerals;
|
|
$this->lostGenerals = $lostGenerals;
|
|
$this->npcCivilGenerals = $npcCivilGenerals;
|
|
$this->npcWarGenerals = $npcWarGenerals;
|
|
$this->troopLeaders = $troopLeaders;
|
|
}
|
|
|
|
|
|
public function chooseNationTurn(NationCommand $reservedCommand): NationCommand{
|
|
//TODO: NationTurn과 InstantNationTurn 구분 필요
|
|
$lastTurn = $reservedCommand->getLastTurn();
|
|
$general = $this->general;
|
|
|
|
if($general->getVar('level') == 12){
|
|
$month = $this->env['month'];
|
|
if (in_array($month, [1, 4, 7, 10])) {
|
|
$this->calcPromotion();
|
|
} else if ($month == 12) {
|
|
$this->calcTexRate();
|
|
$this->calcGoldBillRate();
|
|
} else if ($month == 6) {
|
|
$this->calcTexRate();
|
|
$this->calcRiceBillRate();
|
|
}
|
|
}
|
|
|
|
if($reservedCommand->isRunnable()){
|
|
return $reservedCommand;
|
|
}
|
|
|
|
$this->categorizeNationGeneral();
|
|
|
|
foreach($this->nationPolicy->priority as $actionName){
|
|
if(!$this->nationPolicy->{'can'.$actionName}){
|
|
continue;
|
|
}
|
|
/** @var ?NationCommand */
|
|
$result = $this->{'do'.$actionName}($lastTurn);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
}
|
|
return buildNationCommandClass(null, $this->general, $this->env, $this->general->getLastTurn());
|
|
}
|
|
|
|
public function chooseInstantNationTurn(NationCommand $reservedCommand): ?NationCommand{
|
|
if($reservedCommand->isRunnable()){
|
|
return $reservedCommand;
|
|
}
|
|
|
|
foreach($this->nationPolicy->priority as $actionName){
|
|
/** @var ?NationCommand */
|
|
if(!key_exists($actionName, $this->nationPolicy::$availableInstantTurn)){
|
|
continue;
|
|
}
|
|
if(!$this->nationPolicy->{'can'.$actionName}){
|
|
continue;
|
|
}
|
|
$result = $this->{'do'.$actionName}($reservedCommand);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
}
|
|
return buildNationCommandClass(null, $this->general, $this->env, $this->general->getLastTurn());
|
|
}
|
|
|
|
public function chooseGeneralTurn(GeneralCommand $reservedCommand): GeneralCommand{
|
|
$general = $this->general;
|
|
$npcType = $general->getVar('npc');
|
|
$nationID = $general->getNationID();
|
|
|
|
if($npcType == 5){
|
|
return $this->do집합($reservedCommand);
|
|
}
|
|
|
|
if($reservedCommand->isRunnable()){
|
|
return $reservedCommand;
|
|
}
|
|
|
|
|
|
|
|
if($npcType == 2 && $nationID == 0){
|
|
$result = $this->do거병($reservedCommand);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
}
|
|
|
|
if($nationID === 0 && $this->generalPolicy->can국가선택){
|
|
$result = $this->do국가선택($reservedCommand);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
}
|
|
else {
|
|
if($npcType >= 2 && $general->getVar('level') == 12 && !$this->nation['capital']){
|
|
//방랑군 건국
|
|
$result = $this->do건국($reservedCommand);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
$result = $this->do방랑군이동($reservedCommand);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
}
|
|
|
|
foreach($this->generalPolicy->priority as $actionName){
|
|
if(!$this->generalPolicy->{'can'.$actionName}){
|
|
continue;
|
|
}
|
|
/** @var ?GeneralCommand */
|
|
$result = $this->{'do'.$actionName}($reservedCommand);
|
|
if($result !== null){
|
|
return $result;
|
|
}
|
|
}
|
|
}
|
|
|
|
return $this->do중립($reservedCommand);
|
|
}
|
|
|
|
public function old_chooseNationTurn($command, $arg): array
|
|
{
|
|
$generalObj = $this->getGeneralObj();
|
|
//NOTE: 수뇌 턴에서는 general과 city이름의 충돌 가능성이 있음
|
|
$env = $this->env;
|
|
|
|
$chiefID = $generalObj->getID();
|
|
$nationID = $generalObj->getNationID();
|
|
$nation = $this->nation;
|
|
|
|
$db = DB::db();
|
|
|
|
if ($generalObj->getVar('npc') == 5) {
|
|
return [$command, $arg];
|
|
}
|
|
|
|
if ($command && $command != '휴식') {
|
|
return [$command, $arg];
|
|
}
|
|
|
|
if ($this->nation['level'] == 0) {
|
|
return ['휴식', null];
|
|
}
|
|
|
|
if ($generalObj->getVar('level') == 12 && $this->dipState == self::d평화 && !$this->attackable) {
|
|
|
|
|
|
$targetNationID = $this->findWarTarget();
|
|
if ($targetNationID !== null) {
|
|
return ['che_선전포고', ['destNationID' => $targetNationID]];
|
|
}
|
|
}
|
|
|
|
$nationCities = [];
|
|
$frontCitiesID = [];
|
|
$frontImportantCitiesID = [];
|
|
$supplyCitiesID = [];
|
|
$backupCitiesID = [];
|
|
|
|
$tech = getTechCost($nation['tech']);
|
|
|
|
foreach ($db->query('SELECT * FROM city WHERE nation = %i', $nationID) as $nationCity) {
|
|
$nationCity['generals'] = [];
|
|
$cityID = $nationCity['city'];
|
|
$dev =
|
|
($nationCity['agri'] + $nationCity['comm'] + $nationCity['secu'] + $nationCity['def'] + $nationCity['wall']) /
|
|
($nationCity['agri'] + $nationCity['comm'] + $nationCity['secu'] + $nationCity['def'] + $nationCity['wall']);
|
|
$dev += $nationCity['pop'] / $nationCity['pop_max'];
|
|
$dev /= 50;
|
|
|
|
$nationCity['dev'] = $dev;
|
|
|
|
$nationCities[$cityID] = $nationCity;
|
|
|
|
if ($nationCity['supply']) {
|
|
$supplyCitiesID[] = $cityID;
|
|
if ($nationCity['front']) {
|
|
$frontCitiesID[] = $cityID;
|
|
if ($nationCity['officer4']) {
|
|
$frontImportantCitiesID[] = $cityID;
|
|
}
|
|
} else {
|
|
$backupCitiesID[] = $cityID;
|
|
}
|
|
}
|
|
}
|
|
Util::shuffle_assoc($nationCities);
|
|
shuffle($frontCitiesID);
|
|
shuffle($supplyCitiesID);
|
|
|
|
assert($supplyCitiesID);
|
|
|
|
|
|
$commandList = [];
|
|
|
|
|
|
|
|
$userGenerals = [];
|
|
$lostGenerals = [];
|
|
$npcCivilGenerals = [];
|
|
$npcWarGenerals = [];
|
|
|
|
$generalIDList = $db->queryFirstColumn('SELECT no FROM general WHERE nation = %i', $nationID);
|
|
|
|
foreach(General::createGeneralObjListFromDB($generalIDList, null, 2) as $nationGeneral){
|
|
}
|
|
|
|
foreach ($db->query('SELECT `no`, nation, city, npc, `gold`, `rice`, leadership, `strength`, intel, killturn, crew, train, atmos, `level`, troop, recent_war FROM general WHERE nation = %i', $nationID) as $rawNationGeneral) {
|
|
|
|
$nationGeneral = (object) $rawNationGeneral;
|
|
$cityID = $nationGeneral->city;
|
|
$generalID = $nationGeneral->no;
|
|
|
|
if ($generalID == $chiefID) {
|
|
continue;
|
|
}
|
|
|
|
if (key_exists($cityID, $nationCities)) {
|
|
$nationCities[$cityID]['generals'][] = $nationGeneral;
|
|
if (!$nationCities[$cityID]['supply']) {
|
|
$lostGenerals[] = $nationGeneral;
|
|
}
|
|
} else {
|
|
$lostGenerals[] = $nationGeneral;
|
|
}
|
|
|
|
if ($nationGeneral->npc < 2 && $nationGeneral->killturn >= 5) {
|
|
$userGenerals[] = $nationGeneral;
|
|
} else if ($nationGeneral->getLeadership() >= $this->nationPolicy->minNPCWarLeadership && $nationGeneral->killturn >= 5) {
|
|
$npcWarGenerals[] = $nationGeneral;
|
|
} else {
|
|
//삭턴이 몇 안남은 장수는 '내정장 npc'로 처리
|
|
$npcCivilGenerals[] = $nationGeneral;
|
|
}
|
|
|
|
$nationGenerals[$generalID] = $nationGeneral;
|
|
}
|
|
Util::shuffle_assoc($nationGenerals);
|
|
|
|
$this->nationGenerals = $nationGenerals;
|
|
$this->npcCivilGenerals = $npcCivilGenerals;
|
|
$this->npcWarGenerals = $npcWarGenerals;
|
|
|
|
shuffle($lostGenerals);
|
|
$this->lostGenerals = $lostGenerals;
|
|
|
|
|
|
|
|
uasort($nationCities, function ($lhs, $rhs) {
|
|
//키 순서를 지키지 않지만, 원래부터 random order를 목표로 하므로 크게 신경쓰지 않는다.
|
|
return count($lhs['generals']) <=> count($rhs['generals']);
|
|
});
|
|
|
|
//타 도시에 있는 '유저장' 발령
|
|
foreach ($lostGenerals as $lostGeneral) {
|
|
if ($lostGeneral->npc < 2) {
|
|
if (in_array($this->dipState, [self::d직전, self::d전쟁]) && $frontCitiesID) {
|
|
$selCityID = Util::choiceRandom($frontCitiesID);
|
|
} else {
|
|
$selCityID = Util::choiceRandom($supplyCitiesID);
|
|
}
|
|
$commandList[] = [['che_발령', ['destGeneralID' => $lostGeneral->no, 'destCityID' => $selCityID]], 200];
|
|
}
|
|
}
|
|
|
|
$resName = Util::choiceRandom(['gold', 'rice']);
|
|
|
|
usort($userGenerals, function (General $lhs, General $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
usort($npcWarGenerals, function (General $lhs, General $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
usort($npcCivilGenerals, function (General $lhs, General $rhs) use ($resName) {
|
|
return $lhs->getVar($resName) <=> $rhs->getVar($resName);
|
|
});
|
|
|
|
$avgUserRes = 0;
|
|
foreach ($userGenerals as $userGeneral) {
|
|
$avgUserRes += $userGeneral->getVar($resName);
|
|
}
|
|
$avgUserRes /= max(1, count($userGenerals));
|
|
|
|
$avgNpcWarRes = 0;
|
|
foreach ($npcWarGenerals as $npcWarGeneral) {
|
|
$avgNpcWarRes += $npcWarGeneral->getVar($resName);
|
|
}
|
|
$avgNpcWarRes /= max(1, count($npcWarGenerals));
|
|
|
|
$avgNpcCivilRes = 0;
|
|
foreach ($npcCivilGenerals as $npcCivilGeneral) {
|
|
$avgNpcCivilRes += $npcCivilGeneral->getVar($resName);
|
|
}
|
|
$avgNpcCivilRes /= max(1, count($npcCivilGenerals));
|
|
|
|
//금쌀이 부족한 '유저장' 먼저 포상
|
|
while ($nation[$resName] > ($resName == 'gold' ? 1 : 2) * 3000 && $userGenerals) {
|
|
$isWarUser = null;
|
|
|
|
foreach ($userGenerals as $compUser) {
|
|
if ($compUser->getLeadership() >= 50) {
|
|
$isWarUser = true;
|
|
break;
|
|
}
|
|
if (Util::randBool(0.2)) {
|
|
$isWarUser = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ($isWarUser === null) {
|
|
break;
|
|
}
|
|
|
|
$compRes = $compUser->getVar($resName);
|
|
|
|
$work = false;
|
|
if (!$isWarUser) {
|
|
$work = false;
|
|
} else if ($compRes < $avgNpcWarRes * 3) {
|
|
$work = true;
|
|
} elseif ($compRes < $avgNpcCivilRes * 4) {
|
|
$work = true;
|
|
}
|
|
|
|
if ((($isWarUser || $resName == 'gold') && $compUser->getVar($resName) < 21000) || ($compUser->getVar($resName) < 5000)) {
|
|
if ($work) {
|
|
//TODO: 새로 구현한 코드로 이전
|
|
$amount = min(GameConst::$maxResourceActionAmount, intdiv(($nation[$resName] - ($resName == 'rice' ? (GameConst::$baserice) : (GameConst::$basegold))), 3000) * 1000 + 1000);
|
|
$commandList[] = [['che_포상', [
|
|
'destGeneralID' => $userGenerals[0]->no,
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $amount
|
|
]], 10]; // 금,쌀 1000단위 포상
|
|
} else {
|
|
$amount = min(GameConst::$maxResourceActionAmount, intdiv(($nation[$resName] - ($resName == 'rice' ? (GameConst::$baserice) : (GameConst::$basegold))), 5000) * 1000 + 1000);
|
|
$commandList[] = [['che_포상', [
|
|
'destGeneralID' => $userGenerals[0]->no,
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $amount
|
|
]], 1]; // 금,쌀 1000단위 포상
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
$minRes = $env['develcost'] * 24 * $tech;
|
|
|
|
if ($nation[$resName] < ($resName == 'gold' ? 1 : 2) * 3000) { // 몰수
|
|
// 몰수 대상
|
|
$compUser = Util::array_last($userGenerals);
|
|
$compNpcWar = Util::array_last($npcWarGenerals);
|
|
$compNpcCivil = Util::array_last($npcCivilGenerals);
|
|
|
|
$compUserRes = $compUser ? $compUser->getVar($resName) : 0;
|
|
$compNpcWarRes = $compNpcWar ? $compNpcWar->getVar($resName) * 5 : 0;
|
|
$compNpcCivilRes = $compNpcCivil ? $compNpcCivil->getVar($resName) * 10 : 0;
|
|
|
|
[$compRes, $targetGeneral] = max(
|
|
[$compNpcCivilRes, $compNpcCivil],
|
|
[$compNpcWarRes, $compNpcWar],
|
|
[$compUserRes, $compUser]
|
|
);
|
|
|
|
if ($targetGeneral) {
|
|
if ($targetGeneral === $compNpcCivil) {
|
|
$amount = Util::round($targetGeneral->getVar($resName) - $minRes * 3, -2);
|
|
} else {
|
|
$amount = min(10000, intdiv($targetGeneral->getVar($resName), 5000) * 1000 + 1000);
|
|
}
|
|
|
|
if ($amount > 0) {
|
|
$commandList[] = [['che_몰수', [
|
|
'destGeneralID' => $targetGeneral->no,
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $amount
|
|
]], 3];
|
|
}
|
|
}
|
|
} else { // 포상
|
|
/** @var General */
|
|
$compNpcWar = Util::array_first($npcWarGenerals);
|
|
$compNpcCivil = null;
|
|
foreach ($npcCivilGenerals as $npcCivil) {
|
|
if ($npcCivil->npc == 5) {
|
|
continue;
|
|
}
|
|
$compNpcCivil = $npcCivil;
|
|
break;
|
|
}
|
|
|
|
if ($compNpcWar && $compNpcWar->getVar($resName) < 21000) {
|
|
$amount = min(100, intdiv(($nation[$resName] - ($resName == 'rice' ? (GameConst::$baserice) : (GameConst::$basegold))), 5000) * 10 + 10) * 100;
|
|
$commandList[] = [['che_몰수', [
|
|
'destGeneralID' => $compNpcWar->no,
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $amount
|
|
]], 3];
|
|
}
|
|
if ($compNpcCivil && $compNpcCivil->getVar($resName) < $minRes) {
|
|
$amount = intdiv($minRes + 99, 100);
|
|
$commandList[] = [['che_몰수', [
|
|
'destGeneralID' => $compNpcCivil->no,
|
|
'isGold' => $resName == 'gold',
|
|
'amount' => $amount
|
|
]], 2];
|
|
}
|
|
}
|
|
|
|
//고립 도시 장수 발령
|
|
foreach ($lostGenerals as $lostGeneral) {
|
|
if ($lostGeneral->npc < 2) {
|
|
//고립 유저 장수는 이미 세팅했음
|
|
continue;
|
|
}
|
|
if (in_array($this->dipState, [self::d직전, self::d전쟁]) && $frontCitiesID) {
|
|
$selCityID = Util::choiceRandom($frontCitiesID);
|
|
} else {
|
|
$selCityID = Util::choiceRandom($supplyCitiesID);
|
|
}
|
|
//고립된 장수가 많을 수록 발령 확률 증가
|
|
$commandList[] = [['che_발령', [
|
|
'destGeneralID' => $lostGeneral->no,
|
|
'destCityID' => $selCityID
|
|
]], sqrt(count($lostGenerals)) * 10];
|
|
}
|
|
|
|
// 평시엔 균등 발령만
|
|
if (in_array($this->dipState, [self::d평화, self::d선포]) && count($supplyCitiesID) > 1) {
|
|
$targetCity = null;
|
|
$minCity = null;
|
|
$maxCity = null;
|
|
$maxDevCity = null;
|
|
foreach ($nationCities as $nationCity) {
|
|
if ($nationCity['dev'] >= 95) {
|
|
continue;
|
|
}
|
|
if ($nationCity['supply']) {
|
|
$minCity = $nationCity;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//reverse_order T_T
|
|
$maxCity = end($nationCities);
|
|
if (!$minCity) {
|
|
$minCity = $maxCity;
|
|
}
|
|
while ($maxCity['city'] !== $minCity['city']) {
|
|
if ($nationCity['supply']) {
|
|
break;
|
|
}
|
|
$maxCity = prev($nationCities);
|
|
}
|
|
|
|
foreach ($nationCities as $nationCity) {
|
|
if ($nationCity['city'] == $maxCity['city']) {
|
|
break;
|
|
}
|
|
if (!$nationCity['supply']) {
|
|
continue;
|
|
}
|
|
if ($nationCity['dev'] < 70) {
|
|
$targetCity = $nationCity;
|
|
break;
|
|
}
|
|
}
|
|
|
|
foreach ($nationCities as $nationCity) {
|
|
if (!$nationCity['supply']) {
|
|
continue;
|
|
}
|
|
if (count($nationCity['generals']) == 0) {
|
|
continue;
|
|
}
|
|
if ($maxDevCity === null || $maxDevCity['dev'] < $nationCity['dev']) {
|
|
$maxDevCity = $nationCity;
|
|
}
|
|
}
|
|
|
|
if ($targetCity === null || (count($targetCity['generals']) >= count($maxCity['generals']) - 1)) {
|
|
$targetCity = $minCity;
|
|
}
|
|
|
|
if ($maxDevCity['dev'] >= 95 && $targetCity['city'] != $maxDevCity['city'] && $targetCity['dev'] <= 70) {
|
|
$targetGeneral = Util::choiceRandom($maxDevCity['generals']);
|
|
if ($targetGeneral->troop != 0) {
|
|
$commandList[] = [['che_발령', [
|
|
'destGeneralID' => $targetGeneral->no,
|
|
'destCityID' => $targetCity['city']
|
|
]], 2];
|
|
}
|
|
}
|
|
|
|
if (count($targetCity['generals']) < count($maxCity['generals']) - 2) {
|
|
//세명 이상 차이나야 함
|
|
$targetGeneral = Util::choiceRandom($maxCity['generals']);
|
|
if ($targetGeneral->npc == 5) {
|
|
} else if ($targetGeneral->npc >= 2 || $maxCity['dev'] >= 95 && $targetGeneral->troop == 0) {
|
|
//유저장은 의도가 있을 것이므로 삽나지 않는 이상 발령 안함!
|
|
$commandList[] = [['che_발령', [
|
|
'destGeneralID' => $targetGeneral->no,
|
|
'destCityID' => $targetCity['city']
|
|
]], 5];
|
|
}
|
|
}
|
|
}
|
|
|
|
// 병사있고 쌀있고 후방에 있는 장수
|
|
if ($frontCitiesID) {
|
|
$workRemain = 3;
|
|
foreach ($nationGenerals as $nationGeneral) {
|
|
$generalCity = $nationCities[$nationGeneral->city] ?? null;
|
|
if (!$generalCity) {
|
|
continue;
|
|
}
|
|
if ($nationGeneral->crew < 2000) {
|
|
continue;
|
|
}
|
|
if ($nationGeneral->rice < 700 * $tech) {
|
|
continue;
|
|
}
|
|
if ($generalCity['front']) {
|
|
continue;
|
|
}
|
|
if ($nationGeneral->train * $nationGeneral->atmos < 75 * 75) {
|
|
continue;
|
|
}
|
|
|
|
if ($nationGeneral->troop != 0) {
|
|
continue;
|
|
}
|
|
|
|
$score = 5;
|
|
if ($nationGeneral->npc < 2) {
|
|
$score *= 4;
|
|
}
|
|
|
|
if (Util::randBool(0.3) && $frontImportantCitiesID) {
|
|
$targetCityID = Util::choiceRandom($frontImportantCitiesID);
|
|
} else {
|
|
$targetCityID = Util::choiceRandom($frontCitiesID);
|
|
}
|
|
|
|
$command = ['che_발령', [
|
|
'destGeneralID' => $nationGeneral->no,
|
|
'destCityID' => $targetCityID
|
|
]];
|
|
|
|
if ($nationGeneral->npc < 2 && ($workRemain & 2)) {
|
|
$workRemain ^= 2;
|
|
$commandList[] = [$command, $score];
|
|
} else if ($nationGeneral->npc >= 2 && ($workRemain & 1)) {
|
|
$workRemain ^= 1;
|
|
$commandList[] = [$command, $score];
|
|
}
|
|
|
|
if ($workRemain <= 0) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//병사 없고 인구없는 전방에 있는 장수
|
|
if ($frontCitiesID && $backupCitiesID) {
|
|
$workRemain = 3;
|
|
foreach ($nationGenerals as $nationGeneral) {
|
|
$generalCity = $nationCities[$nationGeneral->city] ?? null;
|
|
if (!$generalCity) {
|
|
continue;
|
|
}
|
|
if ($nationGeneral->crew >= 1000) {
|
|
continue;
|
|
}
|
|
if ($nationGeneral->rice < 700 * $tech) {
|
|
continue;
|
|
}
|
|
if (!$generalCity['front']) {
|
|
continue;
|
|
}
|
|
if ($generalCity['pop'] - 33000 > $nationGeneral->getLeadership()) {
|
|
continue;
|
|
}
|
|
if ($nationGeneral->troop != 0) {
|
|
continue;
|
|
}
|
|
|
|
$score = 5;
|
|
if ($nationGeneral->npc < 2) {
|
|
$score *= 4;
|
|
}
|
|
|
|
$popTrial = 5;
|
|
for ($popTrial = 0; $popTrial < 5; $popTrial++) {
|
|
$targetCity = $nationCities[Util::choiceRandom($backupCitiesID)];
|
|
if ($targetCity['pop'] < 33000 + $nationGeneral->getLeadership()) {
|
|
continue;
|
|
}
|
|
if (Util::randBool($targetCity['pop'] / $targetCity['pop_max'])) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
$command = ['che_발령', [
|
|
'destGeneralID' => $nationGeneral->no,
|
|
'destCityID' => $targetCity['city']
|
|
]];
|
|
|
|
if ($nationGeneral->npc < 2 && ($workRemain & 2)) {
|
|
$workRemain ^= 2;
|
|
$commandList[] = [$command, $score];
|
|
} else if ($nationGeneral->npc >= 2 && ($workRemain & 1)) {
|
|
$workRemain ^= 1;
|
|
$commandList[] = [$command, $score];
|
|
}
|
|
|
|
if ($workRemain <= 0) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!$commandList) return ['휴식', null];
|
|
return Util::choiceRandomUsingWeightPair($commandList);
|
|
}
|
|
|
|
public function chooseNeutralTurn(): array
|
|
{
|
|
|
|
$general = $this->getGeneralObj();
|
|
$city = $this->city;
|
|
$env = $this->env;
|
|
|
|
$db = DB::db();
|
|
|
|
$arg = null;
|
|
|
|
// 오랑캐는 바로 임관
|
|
if ($general->getVar('npc') == 9) {
|
|
$rulerNation = $db->queryFirstField(
|
|
'SELECT nation FROM general WHERE `level`=12 AND npc=9 and nation not in %li ORDER BY RAND() limit 1',
|
|
$general->getAuxVar('joinedNations') ?? [0]
|
|
);
|
|
|
|
if ($rulerNation) {
|
|
return ['che_임관', ['destNationID' => $rulerNation]];
|
|
}
|
|
return ['che_견문', null];
|
|
}
|
|
|
|
switch (Util::choiceRandomUsingWeight([
|
|
'임관' => 11.4,
|
|
'거병_견문' => 40,
|
|
'이동' => 20,
|
|
'기타' => 28.6
|
|
])) {
|
|
//임관
|
|
case '임관':
|
|
|
|
$available = true;
|
|
|
|
if ($env['startyear'] + 3 > $env['year']) {
|
|
//초기 임관 기간에서는 국가가 적을수록 임관 시도가 적음
|
|
$nationCnt = $db->queryFirstField('SELECT count(nation) FROM nation');
|
|
$notFullNationCnt = $db->queryFirstField('SELECT count(nation) FROM nation WHERE gennum < %i', GameConst::$initialNationGenLimit);
|
|
if ($nationCnt == 0 || $notFullNationCnt == 0) {
|
|
$available = false;
|
|
} else if (Util::randBool(pow(1 / $nationCnt / pow($notFullNationCnt, 3), 1 / 4))) {
|
|
//국가가 1개일 경우에는 '임관하지 않음'
|
|
$available = false;
|
|
}
|
|
}
|
|
|
|
if ($general->getVar('affinity') == 999 || !$available) {
|
|
$command = 'che_견문'; //견문
|
|
} else {
|
|
//랜임 커맨드 입력.
|
|
$command = 'che_랜덤임관';
|
|
$arg = [
|
|
'destNationIDList' => []
|
|
];
|
|
}
|
|
break;
|
|
case '거병_견문': //거병이나 견문
|
|
// 초반이면서 능력이 좋은놈 위주로 1.4%확률로 거병
|
|
$prop = Util::randF() * (GameConst::$defaultStatNPCMax + GameConst::$chiefStatMin) / 2;
|
|
$ratio = ($general->getVar('leadership') + $general->getVar('strength') + $general->getVar('intel')) / 3;
|
|
if ($env['startyear'] + 2 > $env['year'] && $prop < $ratio && Util::randBool(0.014) && $general->getVar('makelimit') == 0) {
|
|
//거병
|
|
$command = 'che_거병';
|
|
} else {
|
|
//견문
|
|
$command = 'che_견문';
|
|
}
|
|
break;
|
|
case '이동': //이동
|
|
|
|
$paths = array_keys(CityConst::byID($city['city'])->path);
|
|
$command = 'che_이동';
|
|
$arg = ['destCityID' => Util::choiceRandom($paths)];
|
|
break;
|
|
default:
|
|
$command = 'che_견문';
|
|
break;
|
|
}
|
|
return [$command, $arg];
|
|
}
|
|
|
|
public function old_chooseGeneralTurn($command, $arg): array
|
|
{
|
|
$general = $this->getGeneralObj();
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$cityID = $general->getCityID();
|
|
$nationID = $general->getNationID();
|
|
|
|
$genType = $this->genType;
|
|
$leadership = $this->leadership;
|
|
$strength = $this->strength;
|
|
$intel = $this->intel;
|
|
|
|
$startYear = $env['startyear'];
|
|
$year = $env['year'];
|
|
$month = $env['month'];
|
|
|
|
$db = DB::db();
|
|
|
|
if ($general->getVar('npc') == 5) {
|
|
if ($nationID == 0 && $general->getVar('killturn') > 1) {
|
|
$command = '휴식'; //휴식
|
|
$arg = null;
|
|
$general->setVar('killturn', 1);
|
|
} else if ($general->getVar('level') == 12) {
|
|
$command = 'che_선양';
|
|
$arg = [
|
|
'destGeneralID' => $db->queryFirstField('SELECT `no` FROM general WHERE nation = %i AND npc != 5 ORDER BY RAND() LIMIT 1', $general->getNationID())
|
|
];
|
|
} else {
|
|
$command = 'che_집합'; //집합
|
|
$arg = [];
|
|
$general->setVar('killturn', rand(70, 75));
|
|
//NOTE: 부대 편성에 보여야 하므로 이것만 DB에 직접 접근함.
|
|
$db->update('general_turn', [
|
|
'action' => 'che_집합',
|
|
'arg' => '{}',
|
|
'brief' => '집합'
|
|
], 'general_ID=%i AND turn_idx < 6', $general->getID());
|
|
}
|
|
|
|
return [$command, $arg];
|
|
}
|
|
|
|
//특별 메세지 있는 경우 출력 하루 4번
|
|
$term = $env['turnterm'];
|
|
if ($general->getVar('npcmsg') && Util::randBool($term / (6 * 60))) {
|
|
$src = new MessageTarget(
|
|
$general->getID(),
|
|
$general->getVar('name'),
|
|
$general->getVar('nation'),
|
|
$nation['name'],
|
|
$nation['color'],
|
|
GetImageURL($general->getVar('imgsvr'), $general->getVar('picture'))
|
|
);
|
|
$msg = new Message(
|
|
Message::MSGTYPE_PUBLIC,
|
|
$src,
|
|
$src,
|
|
$general->getVar('npcmsg'),
|
|
new \DateTime(),
|
|
new \DateTime('9999-12-31'),
|
|
[]
|
|
);
|
|
$msg->send();
|
|
}
|
|
|
|
if ($command && $command != '휴식') {
|
|
return [$command, $arg];
|
|
}
|
|
|
|
|
|
if ($general->getVar('level') == 0) {
|
|
return $this->chooseNeutralTurn();
|
|
}
|
|
|
|
$techCost = getTechCost($nation['tech']);
|
|
|
|
if ($general->getVar('defence_train') < 80) {
|
|
$general->setVar('defence_train', 80);
|
|
}
|
|
|
|
if ($general->getVar('level') == 12) {
|
|
$turn = $this->processLordTurn();
|
|
if ($turn !== null) {
|
|
return $turn;
|
|
}
|
|
}
|
|
|
|
if ($general->getVar('killturn') < 5) {
|
|
return $this->chooseEndOfNPCTurn();
|
|
}
|
|
|
|
if ($general->getVar('injury') > 10) {
|
|
return ['che_요양', null];
|
|
}
|
|
|
|
if ($nation['level'] == 0) {
|
|
//아직 건국을 안했다.
|
|
if ($startYear + 3 <= $year) {
|
|
return ['che_하야', null];
|
|
}
|
|
|
|
if (Util::randBool(0.2)) {
|
|
return ['che_견문', null];
|
|
} else {
|
|
return ['che_물자조달', null];
|
|
}
|
|
}
|
|
|
|
if ($city['nation'] != $nationID || !$city['supply']) {
|
|
return ['che_귀환', null];
|
|
}
|
|
|
|
[$baseArmGold, $baseArmRice] = $this->getBaseArmCost();
|
|
|
|
if ($nation['rice'] < 2000) {
|
|
if (($genType & self::t통솔장) && $general->getVar('rice') > $baseArmRice) {
|
|
return ['che_헌납', ['isGold' => false, 'amount' => Util::toInt(($general->getVar('rice') - $baseArmRice) / 2)]];
|
|
} else if (!($genType & self::t통솔장)) {
|
|
return ['che_헌납', ['isGold' => false, 'amount' => Util::toInt($general->getVar('rice') / 2)]];
|
|
}
|
|
}
|
|
|
|
if ($genType & self::t통솔장) {
|
|
$warTurn = $this->processWar();
|
|
if ($warTurn !== null) {
|
|
return $warTurn;
|
|
}
|
|
|
|
if ($general->getVar('rice') < $baseArmRice && $general->getVar('gold') >= $baseArmGold * 3) {
|
|
return [
|
|
'che_군량매매',
|
|
[
|
|
'buyRice' => true,
|
|
'amount' => Util::toInt($general->getVar('gold') - $baseArmGold)
|
|
]
|
|
];
|
|
}
|
|
if ($general->getVar('gold') < $baseArmGold && $general->getVar('gold') >= $baseArmRice * 3) {
|
|
return [
|
|
'che_군량매매',
|
|
[
|
|
'buyRice' => false,
|
|
'amount' => Util::toInt($general->getVar('rice') - $baseArmRice)
|
|
]
|
|
];
|
|
}
|
|
} else {
|
|
if ($general->getVar('rice') < $this->baseDevelCost && $general->getVar('gold') >= $this->baseDevelCost * 3) {
|
|
return [
|
|
'che_군량매매',
|
|
[
|
|
'buyRice' => true,
|
|
'amount' => Util::toInt($general->getVar('gold') - $this->baseDevelCost)
|
|
]
|
|
];
|
|
}
|
|
if ($general->getVar('gold') < $this->baseDevelCost && $general->getVar('gold') >= $this->baseDevelCost * 3) {
|
|
return [
|
|
'che_군량매매',
|
|
[
|
|
'buyRice' => false,
|
|
'amount' => Util::toInt($general->getVar('rice') - $this->baseDevelCost)
|
|
]
|
|
];
|
|
}
|
|
}
|
|
|
|
$cityFull = false;
|
|
$developTurn = $this->chooseDevelopTurn($cityFull);
|
|
|
|
if ($cityFull && Util::randBool(0.2)) {
|
|
$moveRawCities = $db->query('SELECT city,front,(pop/10+agri+comm+secu+def+wall)/(pop_max/10+agri_max+comm_max+secu_max+def_max+wall_max)*100 as dev, officer3 FROM city WHERE nation=%i', $nationID);
|
|
|
|
$moveCities = [];
|
|
foreach ($moveRawCities as $moveCity) {
|
|
$moveCityID = $moveCity['city'];
|
|
if ($moveCity['dev'] > 99) {
|
|
continue;
|
|
}
|
|
$score = 1 / $moveCity['dev'];
|
|
if ($moveCity['officer3']) {
|
|
$score *= 1.3;
|
|
}
|
|
$moveCities[$moveCityID] = $score;
|
|
}
|
|
if ($moveCities) {
|
|
return ['che_NPC능동', [
|
|
'optionText' => '순간이동',
|
|
'destCityID' => Util::choiceRandomUsingWeight($moveCities),
|
|
]];
|
|
}
|
|
}
|
|
|
|
return $developTurn;
|
|
}
|
|
|
|
protected function getBaseArmCost()
|
|
{
|
|
//총 통솔의 절반을 징병하는 것을 기준으로 함
|
|
$general = $this->getGeneralObj();
|
|
$tech = $this->nation['tech'];
|
|
$crewType = $general->getCrewTypeObj();
|
|
$baseArmCost = $crewType->costWithTech(
|
|
$tech,
|
|
$general->getLeadership(false) * 50
|
|
); //기본 병종
|
|
$baseArmCost = $general->onCalcDomestic('징병', 'cost', $baseArmCost);
|
|
$baseArmRice = $general->getLeadership(false) / 2 * $crewType->rice * getTechCost($tech);
|
|
if ($general->getRankVar('deathcrew') > 500 && $general->getRankVar('killcrew') > 500) {
|
|
$baseArmRice *= $general->getRankVar('killcrew') / $general->getRankVar('deathcrew');
|
|
}
|
|
|
|
return [$baseArmCost, $baseArmRice];
|
|
}
|
|
|
|
protected function processWar(): ?array
|
|
{
|
|
|
|
$db = DB::db();
|
|
|
|
$general = $this->getGeneralObj();
|
|
if (!$this->attackable && $this->dipState == self::d평화) {
|
|
if ($this->dipState == self::d평화 && $general->getVar('crew') >= 1000 && Util::randBool(0.25)) {
|
|
return ['che_소집해제', null];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
$cityID = $city['city'];
|
|
$nationID = $nation['nation'];
|
|
$env = $this->env;
|
|
|
|
[$baseArmGold, $baseArmRice] = $this->getBaseArmCost();
|
|
|
|
if ($general->getVar('rice') <= $baseArmRice) {
|
|
return null;
|
|
}
|
|
|
|
if (
|
|
($city['front'] > 0 && $city['trust'] < 60) ||
|
|
($city['front'] == 0 && $city['trust'] < 95)
|
|
) {
|
|
return ['che_주민선정', null];
|
|
}
|
|
|
|
if ($general->getVar('crew') < 1000) {
|
|
if ($general->getVar('gold') <= $baseArmGold) {
|
|
//반징도 불가? 내정
|
|
return null;
|
|
}
|
|
|
|
$sumLeadershipInCity = $db->queryFirstField('SELECT sum(leadership) FROM general WHERE nation = %i AND city = %i AND leadership > %i', $nationID, $cityID, $this->nationPolicy->minNPCWarLeadership);
|
|
if (
|
|
$sumLeadershipInCity > 0 &&
|
|
$city['pop'] > 30000 + $general->getLeadership(false) * 100 * 1.3 &&
|
|
Util::randBool(($city['pop'] - 30000) / $sumLeadershipInCity * 100)
|
|
) {
|
|
return $this->chooseRecruitCrewType();
|
|
}
|
|
|
|
$recruitableCityList = $db->queryAllLists(
|
|
'SELECT city, (pop - 30000) as relPop FROM city WHERE nation = %i AND pop > %i AND supply = 1',
|
|
$nationID,
|
|
30000 + $general->getLeadership(false) * 100
|
|
);
|
|
|
|
if (!$recruitableCityList) {
|
|
//징병 가능한 도시가 없구려
|
|
return ['che_정착장려', null];
|
|
}
|
|
|
|
return ['che_NPC능동', [
|
|
'optionText' => '순간이동',
|
|
'destCityID' => Util::choiceRandomUsingWeightPair($recruitableCityList),
|
|
]];
|
|
}
|
|
|
|
if (
|
|
$general->getVar('train') >= 90 &&
|
|
$general->getVar('atmos') >= 90
|
|
) {
|
|
//출병 가능!
|
|
|
|
if (
|
|
$this->attackable &&
|
|
$env['year'] >= $env['startyear'] + 3 &&
|
|
$city['front'] >= 2 &&
|
|
$nation['war'] == 0
|
|
) {
|
|
return $this->processAttack();
|
|
}
|
|
|
|
if ($city['front'] > 0) {
|
|
//전방에 훈사까지 완료되어있으면 내정을 해야..
|
|
return null;
|
|
}
|
|
|
|
$frontCities = $db->query('SELECT city, front, officer4 FROM city WHERE nation=%i AND front > 0 AND supply = 1', $nationID);
|
|
|
|
if (!$frontCities) {
|
|
//접경이 아직 없음
|
|
return null;
|
|
}
|
|
|
|
$nearCities = [];
|
|
$attackableCities = [];
|
|
foreach ($frontCities as $frontCity) {
|
|
$frontCityID = $frontCity['city'];
|
|
|
|
$score = 0.2;
|
|
if ($frontCity['front'] > 1 && $frontCity['officer4']) {
|
|
$score += 3;
|
|
}
|
|
$attackableCities[$frontCityID] = $score;
|
|
|
|
foreach (array_keys(CityConst::byID($frontCityID)->path) as $nearCity) {
|
|
if (!key_exists($nearCity, $nearCities)) {
|
|
$nearCities[$nearCity] = [$frontCityID];
|
|
} else {
|
|
$nearCities[$nearCity][] = $frontCityID;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach ($db->query(
|
|
'SELECT city FROM city WHERE nation IN %li AND city IN %li',
|
|
array_keys($this->warTargetNation),
|
|
array_keys($nearCities)
|
|
) as $targetCity) {
|
|
$targetCityID = $targetCity['city'];
|
|
foreach ($nearCities[$targetCityID] as $attackableCity) {
|
|
$attackableCities[$attackableCity] += 1;
|
|
}
|
|
}
|
|
|
|
if ($attackableCities) {
|
|
return ['che_NPC능동', [
|
|
'optionText' => '순간이동',
|
|
'destCityID' => Util::choiceRandomUsingWeight($attackableCities),
|
|
]];
|
|
}
|
|
}
|
|
|
|
if ($general->getVar('train') < 90) {
|
|
$turnObj = buildGeneralCommandClass('che_훈련', $general, $env, null);
|
|
[$reqGold, $reqRice] = $turnObj->getCost();
|
|
if ($general->getVar('gold') >= $reqGold && $general->getVar('rice') >= $reqRice) {
|
|
return ['che_훈련', null];
|
|
}
|
|
}
|
|
|
|
if ($general->getVar('atmos') < 90) {
|
|
$turnObj = buildGeneralCommandClass('che_사기진작', $general, $env, null);
|
|
[$reqGold, $reqRice] = $turnObj->getCost();
|
|
if ($general->getVar('gold') >= $reqGold && $general->getVar('rice') >= $reqRice) {
|
|
return ['che_사기진작', null];
|
|
}
|
|
}
|
|
|
|
|
|
//훈사할 금조차도 없다고..? 아마 쌀을 팔아야 할 것.
|
|
return null;
|
|
}
|
|
|
|
protected function proceessNeutralLordTurn(): array
|
|
{
|
|
|
|
$db = DB::db();
|
|
|
|
$general = $this->getGeneralObj();
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$startYear = $env['startyear'];
|
|
$year = $env['year'];
|
|
$month = $env['month'];
|
|
|
|
if ($startYear + 2 <= $year) {
|
|
return ['che_해산', null];
|
|
}
|
|
|
|
if ($city['nation'] == 0 && ($city['level'] == 5 || $city['level'] == 6)) {
|
|
$nationType = Util::choiceRandom(GameConst::$availableNationType);
|
|
$nationColor = Util::choiceRandom(array_keys(GetNationColors()));
|
|
return ['che_건국', [
|
|
'nationName' => "㉿" . mb_substr($general->getName(), 1),
|
|
'nationType' => $nationType,
|
|
'colorType' => $nationColor
|
|
]];
|
|
}
|
|
|
|
//모든 공백지 조사
|
|
$lordCities = $db->queryFirstColumn('SELECT city.city FROM general LEFT JOIN city ON general.city = city.city WHERE general.level = 12 AND city.nation != 0');
|
|
$nationCities = $db->queryFirstColumn('SELECT city FROM city WHERE nation != 0');
|
|
|
|
$occupiedCities = [];
|
|
foreach ($lordCities as $tCityId) {
|
|
$occupiedCities[$tCityId] = 2;
|
|
}
|
|
foreach ($nationCities as $tCityId) {
|
|
$occupiedCities[$tCityId] = 1;
|
|
}
|
|
|
|
$targetCity = [];
|
|
//NOTE: 최단 거리가 현재 도시에서 '어떻게 가야' 가장 짧은지 알 수가 없으므로, 한칸 간 다음 계산하기로
|
|
foreach (array_keys(CityConst::byID($general->getVar('city'))->path) as $nearCityID) {
|
|
if (CityConst::byID($nearCityID)->level < 4) {
|
|
$targetCity[$nearCityID] = 0.5;
|
|
} else if (!key_exists($nearCityID, $occupiedCities)) {
|
|
$targetCity[$nearCityID] = 2;
|
|
} else {
|
|
$targetCity[$nearCityID] = 0;
|
|
}
|
|
|
|
$distanceFrom = searchDistance($nearCityID, 4, true);
|
|
foreach ($distanceFrom as $distance => $distCities) {
|
|
foreach ($distCities as $distCity) {
|
|
if (key_exists($distCity, $occupiedCities)) {
|
|
continue;
|
|
}
|
|
if (CityConst::byID($distCity)->level < 4) {
|
|
continue;
|
|
}
|
|
|
|
$targetCity[$nearCityID] += 1 / (2 ** $distance);
|
|
}
|
|
}
|
|
}
|
|
|
|
return ['che_이동', ['destCityID' => Util::choiceRandomUsingWeight($targetCity)]];
|
|
}
|
|
|
|
protected function processLordTurn(): ?array
|
|
{
|
|
$general = $this->getGeneralObj();
|
|
$city = $this->city;
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$year = $env['year'];
|
|
$month = $env['month'];
|
|
|
|
if ($general->getVar('npc') == 9 && $this->dipState == self::d평화 && !$this->attackable) {
|
|
if ($nation['level'] == 0) {
|
|
return ['che_해산', null];
|
|
} else {
|
|
return ['che_방랑', null];
|
|
}
|
|
}
|
|
|
|
if (in_array($month, [1, 4, 7, 10])) {
|
|
$this->calcPromotion();
|
|
} else if ($month == 12) {
|
|
$this->calcTexRate();
|
|
$this->calcGoldBillRate();
|
|
} else if ($month == 6) {
|
|
$this->calcTexRate();
|
|
$this->calcRiceBillRate();
|
|
}
|
|
|
|
if ($nation['level'] == 0) {
|
|
return $this->proceessNeutralLordTurn();
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
}
|
|
|
|
protected function getNationDevelopedRate()
|
|
{
|
|
if ($this->devRate !== null) {
|
|
return $this->devRate;
|
|
}
|
|
|
|
$db = DB::db();
|
|
$nationID = $this->nation['nation'];
|
|
|
|
$this->devRate = $db->queryFirstRow(
|
|
'SELECT sum(pop)/sum(pop_max) as pop_p,(sum(agri)+sum(comm)+sum(secu)+sum(def)+sum(wall))/(sum(agri_max)+sum(comm_max)+sum(secu_max)+sum(def_max)+sum(wall_max)) as all_p from city where nation=%i',
|
|
$nationID
|
|
);
|
|
return $this->devRate;
|
|
}
|
|
|
|
protected function findWarTarget(): ?int
|
|
{
|
|
|
|
$db = DB::db();
|
|
|
|
$nation = $this->nation;
|
|
$nationID = $nation['nation'];
|
|
SetNationFront($nationID);
|
|
|
|
$frontCount = $db->queryFirstField('SELECT count(city) FROM city WHERE nation=%i AND front>0', $nationID);
|
|
if ($frontCount > 0) {
|
|
return null;
|
|
}
|
|
|
|
$devRate = $this->getNationDevelopedRate();
|
|
if (($devRate['pop_p'] + $devRate['all_p']) / 2 < 0.8) {
|
|
return null;
|
|
}
|
|
|
|
$nations = [];
|
|
foreach ($db->queryAllLists('SELECT nation, power FROM nation WHERE level>0') as [$destNationID, $destNationPower]) {
|
|
if (!isNeighbor($nationID, $destNationID)) {
|
|
continue;
|
|
}
|
|
$nations[$destNationID] = 1 / sqrt($destNationPower + 1);
|
|
}
|
|
if (!$nations) {
|
|
return null;
|
|
}
|
|
return Util::choiceRandomUsingWeight($nations);
|
|
}
|
|
|
|
protected function calcPromotion()
|
|
{
|
|
$db = DB::db();
|
|
|
|
$nation = $this->nation;
|
|
$nationID = $nation['nation'];
|
|
$minChiefLevel = getNationChiefLevel($nation['level']);
|
|
|
|
$minKillturn = $this->env['killturn'] - Util::toInt(30 / $this->env['turnterm']);
|
|
$chiefCandidate = [];
|
|
|
|
//이 함수를 부르는건 군주 AI이므로, 군주는 세지 않아도 됨
|
|
$userChief = [];
|
|
|
|
$db->update('general', [
|
|
'permission' => 'ambassador',
|
|
], 'nation=%i AND npc < 2 AND level > 4', $nationID);
|
|
|
|
foreach ($db->query(
|
|
'SELECT no, npc, level, killturn FROM general WHERE nation = %i AND 12 > level AND level > 4',
|
|
$nationID
|
|
) as $chief) {
|
|
|
|
if ($chief['npc'] < 2 && $chief['killturn'] < $minKillturn) {
|
|
$chiefCandidate[$chief['level']] = $chief['no'];
|
|
$userChief[$chief['no']] = $chief['level'];
|
|
}
|
|
}
|
|
|
|
$db->update('general', [
|
|
'level' => 1
|
|
], 'level < 12 AND level > 4 AND nation = %i', $nationID);
|
|
|
|
$maxBelong = $db->queryFirstField('SELECT max(belong) FROM `general` WHERE nation=%i', $nationID);
|
|
$maxBelong = min($maxBelong - 1, 3);
|
|
|
|
if (!$userChief) {
|
|
$candUserChief = $db->queryFirstField(
|
|
'SELECT no FROM general WHERE nation = %i AND level = 1 AND killturn > %i AND npc < 2 AND belong >= %i ORDER BY leadership DESC LIMIT 1',
|
|
$nationID,
|
|
$minKillturn,
|
|
$maxBelong
|
|
);
|
|
if ($candUserChief) {
|
|
$userChief[$candUserChief] = 11;
|
|
$chiefCandidate[11] = $candUserChief;
|
|
}
|
|
}
|
|
|
|
$promoted = $userChief;
|
|
|
|
if (!key_exists(11, $chiefCandidate)) {
|
|
$candChiefHead = $db->queryFirstField(
|
|
'SELECT no FROM general WHERE nation = %i AND level = 1 AND npc >= 2 AND belong >= %i ORDER BY leadership DESC LIMIT 1',
|
|
$nationID,
|
|
$maxBelong
|
|
);
|
|
if ($candChiefHead) {
|
|
$chiefCandidate[11] = $candChiefHead;
|
|
$promoted[$candChiefHead] = 11;
|
|
}
|
|
}
|
|
|
|
if ($minChiefLevel < 11) {
|
|
//무장 수뇌 후보
|
|
$candChiefStrength = $db->queryFirstColumn(
|
|
'SELECT no FROM general WHERE nation = %i AND strength >= %i AND level = 1 AND belong >= %i ORDER BY strength DESC LIMIT %i',
|
|
$nationID,
|
|
GameConst::$chiefStatMin,
|
|
$maxBelong,
|
|
12 - $minChiefLevel
|
|
);
|
|
//지장 수뇌 후보
|
|
$candChiefIntel = $db->queryFirstColumn(
|
|
'SELECT no FROM general WHERE nation = %i AND intel >= %i AND level = 1 AND belong >= %i ORDER BY intel DESC LIMIT %i',
|
|
$nationID,
|
|
GameConst::$chiefStatMin,
|
|
$maxBelong,
|
|
12 - $minChiefLevel
|
|
);
|
|
//무력, 지력이 모두 높은 장수를 고려하여..
|
|
|
|
$iterCandChiefStrength = new \ArrayIterator($candChiefStrength);
|
|
$iterCandChiefIntel = new \ArrayIterator($candChiefIntel);
|
|
|
|
foreach (range(10, $minChiefLevel, -1) as $chiefLevel) {
|
|
if (key_exists($chiefLevel, $chiefCandidate)) {
|
|
continue;
|
|
}
|
|
|
|
/** @var \ArrayIterator $iterCurrentType */
|
|
$iterCurrentType = ($chiefLevel % 2 == 0) ? $iterCandChiefStrength : $iterCandChiefIntel;
|
|
$candidate = $iterCurrentType->current();
|
|
|
|
while (key_exists($candidate, $promoted)) {
|
|
$iterCurrentType->next();
|
|
if (!$iterCurrentType->valid()) {
|
|
break;
|
|
}
|
|
$candidate = $iterCurrentType->current();
|
|
}
|
|
|
|
if ($candidate) {
|
|
$chiefCandidate[$chiefLevel] = $candidate;
|
|
$promoted[$candidate] = $chiefLevel;
|
|
}
|
|
}
|
|
|
|
foreach ($chiefCandidate as $chiefLevel => $chiefID) {
|
|
$db->update('general', [
|
|
'level' => $chiefLevel
|
|
], 'no=%i', $chiefID);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected function calcTexRate(): int
|
|
{
|
|
$db = DB::db();
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$nationID = $nation['nation'];
|
|
|
|
//도시
|
|
$cityCount = $db->queryFirstField('SELECT count(*) FROM city WHERE nation = %i', $nationID);
|
|
|
|
if ($cityCount == 0) {
|
|
$db->update('nation', [
|
|
'war' => 0,
|
|
'rate' => 15
|
|
], 'nation=%i', $nationID);
|
|
return 15;
|
|
} else {
|
|
$devRate = $this->getNationDevelopedRate();
|
|
|
|
$avg = ($devRate['pop_p'] + $devRate['all_p']) / 2;
|
|
|
|
if ($avg > 0.95) $rate = 25;
|
|
elseif ($avg > 0.70) $rate = 20;
|
|
elseif ($avg > 0.50) $rate = 15;
|
|
else $rate = 10;
|
|
|
|
$db->update('nation', [
|
|
'war' => 0,
|
|
'rate' => $rate
|
|
], 'nation=%i', $nationID);
|
|
return $rate;
|
|
}
|
|
}
|
|
|
|
protected function calcGoldBillRate(): int
|
|
{
|
|
$db = DB::db();
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$nationID = $nation['nation'];
|
|
|
|
$cityList = $db->query('SELECT * FROM city WHERE nation=%i', $nationID);
|
|
|
|
if (!$cityList) {
|
|
return 20;
|
|
}
|
|
|
|
$dedicationList = $db->query('SELECT dedication FROM general WHERE nation=%i AND npc!=5', $nationID);
|
|
|
|
$goldIncome = getGoldIncome($nation['nation'], $nation['level'], $nation['rate'], $nation['capital'], $nation['type'], $cityList);
|
|
$warIncome = getWarGoldIncome($nation['type'], $cityList);
|
|
$income = $goldIncome + $warIncome;
|
|
|
|
$outcome = getOutcome(100, $dedicationList);
|
|
|
|
$bill = intval($income / $outcome * 80); // 수입의 80% 만 지급
|
|
|
|
if ($bill < 20) {
|
|
$bill = 20;
|
|
}
|
|
if ($bill > 200) {
|
|
$bill = 200;
|
|
}
|
|
|
|
$db->update('nation', [
|
|
'bill' => $bill,
|
|
], 'nation=%i', $nationID);
|
|
|
|
return $bill;
|
|
}
|
|
|
|
protected function calcRiceBillRate(): int
|
|
{
|
|
$db = DB::db();
|
|
$nation = $this->nation;
|
|
$env = $this->env;
|
|
|
|
$nationID = $nation['nation'];
|
|
|
|
$cityList = $db->query('SELECT * FROM city WHERE nation=%i', $nationID);
|
|
|
|
if (!$cityList) {
|
|
return 20;
|
|
}
|
|
|
|
$dedicationList = $db->query('SELECT dedication FROM general WHERE nation=%i AND npc!=5', $nationID);
|
|
|
|
$riceIncome = getRiceIncome($nation['nation'], $nation['level'], $nation['rate'], $nation['capital'], $nation['type'], $cityList);
|
|
$wallIncome = getWallIncome($nation['nation'], $nation['level'], $nation['rate'], $nation['capital'], $nation['type'], $cityList);
|
|
$income = $riceIncome + $wallIncome;
|
|
|
|
$outcome = getOutcome(100, $dedicationList);
|
|
|
|
$bill = intval($income / $outcome * 80); // 수입의 80% 만 지급
|
|
|
|
if ($bill < 20) {
|
|
$bill = 20;
|
|
}
|
|
if ($bill > 200) {
|
|
$bill = 200;
|
|
}
|
|
|
|
$db->update('nation', [
|
|
'bill' => $bill,
|
|
], 'nation=%i', $nationID);
|
|
|
|
return $bill;
|
|
}
|
|
}
|