331 lines
10 KiB
PHP
331 lines
10 KiB
PHP
<?php
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namespace sammo;
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class WarUnitGeneral extends WarUnit{
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protected $raw;
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function __construct(General $general, array $rawNation, bool $isAttacker){
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$this->general = $general;
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$this->raw = $general->getRaw();
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$this->rawNation = $rawNation; //read-only
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$this->isAttacker = $isAttacker;
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$this->logger = $this->general->getLogger();
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$this->crewType = $this->general->getCrewTypeObj();
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$cityLevel = $this->getCityVar('level');
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if($isAttacker){
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//공격자 보정
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if($cityLevel == 2){
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$this->atmosBonus += 5;
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}
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if($rawNation['capital'] == $this->getCityVar('city')){
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$this->atmosBonus += 5;
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}
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}
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else{
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//수비자 보정
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if($cityLevel == 1){
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$this->trainBonus += 5;
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}
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else if($cityLevel == 3){
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$this->trainBonus += 5;
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}
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}
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}
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function getName():string{
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return $this->general->getName();
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}
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function getCityVar(string $key){
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return $this->general->getRawCity()[$key];
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}
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function setOppose(?WarUnit $oppose){
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parent::setOppose($oppose);
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$general = $this->general;
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$this->general->increaseRankVar('warnum', 1);
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if($this->isAttacker){
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$semiTurn = $general->getTurnTime();
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}
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else if($oppose !== null){
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$semiTurn = $oppose->getGeneral()->getTurnTime();
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}
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$phase = $this->getRealPhase();
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$semiTurn = substr($semiTurn, 0, strlen($semiTurn) - 2);
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$semiTurn .= sprintf("%02d", Util::valueFit($phase, 0, 99));
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$general->setVar('recent_war', $semiTurn);
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}
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function getMaxPhase():int{
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$phase = $this->getCrewType()->speed;
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$phase = $this->general->onCalcStat($this->general, 'initWarPhase', $phase, ['isAttacker'=>$this->isAttacker]);
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return $phase + $this->bonusPhase;
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}
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function addTrain(int $train){
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$this->general->increaseVarWithLimit('train', $train, 0, GameConst::$maxTrainByWar);
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}
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function addAtmos(int $atmos){
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$this->general->increaseVarWithLimit('atmos', $atmos, 0, GameConst::$maxAtmosByWar);
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}
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function getDex(GameUnitDetail $crewType){
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$rawDex = $this->general->getDex($crewType);
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return $this->general->onCalcStat($this->general, 'dex'.$crewType->armType, $rawDex, [
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'isAttacker'=>$this->isAttacker,
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'opposeType'=>$this->oppose->getCrewType()
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]);
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}
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function getComputedTrain(){
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$train = $this->general->getVar('train');
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$train = $this->general->onCalcStat($this->general, 'bonusTrain', $train, ['isAttacker'=>$this->isAttacker]);
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$train += $this->trainBonus;
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return $train;
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}
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function getComputedAtmos(){
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$atmos = $this->general->getVar('atmos');
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$atmos = $this->general->onCalcStat($this->general, 'bonusAtmos', $atmos, ['isAttacker'=>$this->isAttacker]);
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$atmos += $this->atmosBonus;
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return $atmos;
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}
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function getComputedCriticalRatio():float{
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$general = $this->general;
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$criticalRatio = $this->getCrewType()->getCriticalRatio($general);
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/** @var float $criticalRatio */
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$criticalRatio = $general->onCalcStat($general, 'warCriticalRatio', $criticalRatio, ['isAttacker'=>$this->isAttacker]);
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return $criticalRatio;
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}
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function getComputedAvoidRatio():float{
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$general = $this->general;
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$avoidRatio = $this->getCrewType()->avoid / 100;
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$avoidRatio *= $this->getComputedTrain() / 100;
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/** @var float $avoidRatio */
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$avoidRatio = $general->onCalcStat($general, 'warAvoidRatio', $avoidRatio, ['isAttacker'=>$this->isAttacker]);
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if($this->getOppose()->getCrewType()->armType == GameUnitConst::T_FOOTMAN){
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$avoidRatio *= 0.75;
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}
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return $avoidRatio;
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}
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function addWin(){
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$general = $this->general;
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$general->increaseRankVar('killnum', 1);
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$oppose = $this->getOppose();
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if($oppose instanceof WarUnitCity){
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$general->increaseRankVar('occupied', 1);
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}
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$general->multiplyVarWithLimit('atmos', 1.1, null, GameConst::$maxAtmosByWar);
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$this->addStatExp(1);
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}
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function addStatExp(int $value = 1){
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$general = $this->general;
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if($this->crewType->armType == GameUnitConst::T_WIZARD) { // 귀병
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$general->increaseVar('intel_exp', $value);
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} elseif($this->crewType->armType == GameUnitConst::T_SIEGE) { // 차병
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$general->increaseVar('leadership_exp', $value);
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} else {
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$general->increaseVar('strength_exp', $value);
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}
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}
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function addLevelExp(float $value){
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$general = $this->general;
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if(!$this->isAttacker){
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$value *= 0.8;
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}
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$general->addExperience($value);
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}
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function addDedication(float $value){
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$general = $this->general;
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$general->addDedication($value);
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}
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function addLose(){
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$general = $this->general;
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$general->increaseRankVar('deathnum', 1);
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$this->addStatExp(1);
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}
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function computeWarPower(){
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[$warPower,$opposeWarPowerMultiply] = parent::computeWarPower();
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$general = $this->general;
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$cityID = $general->getCityID();
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$officerLevel = $general->getVar('officer_level');
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$officerCity = $general->getVar('officer_city');
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if($this->isAttacker){
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if($officerLevel == 12){
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$warPower *= 1.10;
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}
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else if($officerLevel == 11 | $officerLevel == 10 || $officerLevel == 8 || $officerLevel == 6){
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$warPower *= 1.05;
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}
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}
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else{
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if($officerLevel == 12){
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$opposeWarPowerMultiply *= 0.90;
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}
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else if($officerLevel == 11 || $officerLevel == 9 || $officerLevel == 7 || $officerLevel == 5){
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$opposeWarPowerMultiply *= 0.95;
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}
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else if(2 <= $officerLevel && $officerLevel <= 4 && $officerCity == $cityID){
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$opposeWarPowerMultiply *= 0.95;
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}
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}
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$expLevel = $general->getVar('explevel');
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if($this->getOppose() instanceof WarUnitCity){
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$warPower *= 1 + $expLevel / 600;
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}
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else{
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$warPower /= max(0.01, 1 - $expLevel / 300);
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$opposeWarPowerMultiply *= max(0.01, 1 - $expLevel / 300);
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}
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[$specialMyWarPowerMultiply, $specialOpposeWarPowerMultiply] = $this->general->getWarPowerMultiplier($this);
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$warPower *= $specialMyWarPowerMultiply;
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$opposeWarPowerMultiply *= $specialOpposeWarPowerMultiply;
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$this->warPower = $warPower;
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$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
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return [$warPower,$opposeWarPowerMultiply];
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}
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function getHP():int{
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return $this->general->getVar('crew');
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}
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function addDex(GameUnitDetail $crewType, float $exp){
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$this->general->addDex($crewType, $exp, false);
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}
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function decreaseHP(int $damage):int{
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$general = $this->general;
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$damage = min($damage, $general->getVar('crew'));
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$this->dead += $damage;
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$this->deadCurr += $damage;
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$general->increaseVar('crew', -$damage);
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$addDex = $damage;
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if(!$this->isAttacker){
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$addDex *= 0.9;
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}
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$this->addDex($this->oppose->getCrewType(), $addDex);
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return $general->getVar('crew');
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}
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function increaseKilled(int $damage):int{
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$general = $this->general;
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$this->addLevelExp($damage / 50);
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$rice = $damage / 100;
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if(!$this->isAttacker){
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$rice *= 0.8;
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}
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$rice *= $this->crewType->rice;
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$rice *= getTechCost($this->getNationVar('tech'));
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$general->increaseVarWithLimit('rice', -$rice, 0);
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$addDex = $damage;
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if(!$this->isAttacker){
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$addDex *= 0.9;
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}
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$this->addDex($this->getCrewType(), $addDex);
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$this->killed += $damage;
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$this->killedCurr += $damage;
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return $this->killed;
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}
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function tryWound():bool{
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$general = $this->general;
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if($this->hasActivatedSkillOnLog('부상무효')){
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return false;
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}
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if(!Util::randBool(0.05)){
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return false;
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}
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$this->activateSkill('부상');
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$general->increaseVarWithLimit('injury', Util::randRangeInt(10, 80), null, 80);
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$this->getLogger()->pushGeneralActionLog("전투중 <R>부상</>당했다!", ActionLogger::PLAIN);
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return true;
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}
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function continueWar(&$noRice):bool{
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$general = $this->general;
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if($this->getHP() <= 0){
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$noRice = false;
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return false;
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}
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if($general->getVar('rice') <= $this->getHP() / 100){
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$noRice = true;
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return false;
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}
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return true;
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}
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function checkStatChange():bool{
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return $this->general->checkStatChange();
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}
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function finishBattle(){
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if($this->isFinished){
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return;
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}
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$this->clearActivatedSkill();
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$this->isFinished = true;
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$general = $this->general;
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$general->increaseRankVar('killcrew', $this->killed);
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$general->increaseRankVar('deathcrew', $this->dead);
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if($this->getOppose() instanceof WarUnitGeneral){
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$general->increaseRankVar('killcrew_person', $this->killed);
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$general->increaseRankVar('deathcrew_person', $this->dead);
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}
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$general->updateVar('rice', Util::round($general->getVar('rice')));
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$general->updateVar('experience', Util::round($general->getVar('experience')));
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$general->updateVar('dedication', Util::round($general->getVar('dedication')));
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$this->checkStatChange();
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}
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function applyDB(\MeekroDB $db):bool{
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$affected = $this->getGeneral()->applyDB($db);
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$this->getLogger()->flush();
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return $affected;
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}
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} |