feat: add new war traits for various unit types
- Implemented '궁병' trait with bonuses for archer units, including reduced recruitment costs and increased evasion. - Added '기병' trait providing cavalry units with damage bonuses and reduced recruitment costs. - Introduced '돌격' trait enhancing attack phases and damage against equal or weaker unit types. - Created '무쌍' trait that increases damage and reduces damage taken based on the number of victories. - Developed '반계' trait to reduce enemy strategy success rates and reflect damage back. - Added '보병' trait with reduced recruitment costs and damage penalties for allies during attacks. - Implemented '신산' trait enhancing magic success rates for various strategies. - Created '신중' trait guaranteeing strategy success. - Added '위압' trait to activate pressure effects on the first phase of battle. - Implemented '저격' trait allowing for a chance to activate a sniping effect against new opponents. - Developed '집중' trait to increase damage on successful strategies. - Created '척사' trait providing damage bonuses against regional and city units while reducing ally damage. - Implemented '필살' trait enhancing critical hit chances and disabling enemy evasion on critical hits. - Added '환술' trait to boost magic success rates and damage on successful magic attacks.
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@@ -36,6 +36,14 @@ export class WarCrewType {
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return this.definition.rice;
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}
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public reqCities(): boolean {
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return this.definition.requirements.some((req) => req.type === 'ReqCities');
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}
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public reqRegions(): boolean {
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return this.definition.requirements.some((req) => req.type === 'ReqRegions');
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}
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get initSkillTrigger(): string[] {
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return this.definition.initSkillTrigger ?? [];
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}
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@@ -118,6 +118,10 @@ export abstract class WarUnit<TriggerState extends GeneralTriggerState = General
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return this.unitId;
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}
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public getGameConfig(): WarEngineConfig {
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return this.config;
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}
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public getNationVar(key: string): TriggerValue | null {
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return resolveNationVar(this.nation, key);
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}
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