feat: implement base war unit and specific unit types for city and general
- Added `WarUnit` class as the base for all war units, encapsulating common properties and methods. - Introduced `WarUnitCity` class to represent city units, including methods for siege mechanics and city-specific calculations. - Created `WarUnitGeneral` class for general units, incorporating action pipelines and experience handling. - Implemented various utility functions for calculating attack, defense, and other combat-related metrics. - Established logging mechanisms for battle results and unit actions.
This commit is contained in:
@@ -1,968 +1,3 @@
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import type { RandUtil } from '@sammo-ts/common';
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import type {
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City,
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General,
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GeneralTriggerState,
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Nation,
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StatBlock,
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TriggerValue,
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} from '@sammo-ts/logic/domain/entities.js';
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import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
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import { LogFormat } from '@sammo-ts/logic/logging/types.js';
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import type { WarStatName } from '@sammo-ts/logic/triggers/types.js';
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import { getTechAbility, getTechCost } from '@sammo-ts/logic/world/unitSet.js';
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import type { WarActionPipeline, WarActionContext } from './actions.js';
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import type { WarEngineConfig } from './types.js';
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import type { WarCrewType } from './crewType.js';
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import {
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clamp,
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clampMin,
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getDexLog,
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getMetaNumber,
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getMetaString,
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increaseMetaNumber,
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round,
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sortConflict,
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parseConflict,
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stringifyConflict,
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} from './utils.js';
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const META_EXP_LEVEL = 'explevel';
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const META_TURN_TIME = 'turnTime';
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const META_RECENT_WAR = 'recentWar';
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const META_DEX_PREFIX = 'dex';
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const META_RANK_PREFIX = 'rank_';
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const META_INTEL_EXP = 'intelExp';
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const META_STRENGTH_EXP = 'strengthExp';
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const META_LEADERSHIP_EXP = 'leadershipExp';
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const RANK_WARNUM = `${META_RANK_PREFIX}warnum`;
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const RANK_KILLNUM = `${META_RANK_PREFIX}killnum`;
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const toDexStatName = (armType: number): WarStatName => `dex${armType}` as WarStatName;
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const RANK_DEATHNUM = `${META_RANK_PREFIX}deathnum`;
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const RANK_OCCUPIED = `${META_RANK_PREFIX}occupied`;
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const RANK_KILLCREW = `${META_RANK_PREFIX}killcrew`;
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const RANK_DEATHCREW = `${META_RANK_PREFIX}deathcrew`;
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const RANK_KILLCREW_PERSON = `${META_RANK_PREFIX}killcrew_person`;
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const RANK_DEATHCREW_PERSON = `${META_RANK_PREFIX}deathcrew_person`;
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const WAR_CRITICAL_RANGE: [number, number] = [1.3, 2.0];
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const resolveNationTech = (nation: Nation | null): number => (nation ? getMetaNumber(nation.meta, 'tech', 0) : 0);
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const resolveNationVar = (nation: Nation | null, key: string): TriggerValue | null => {
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if (!nation) {
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return null;
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}
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switch (key) {
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case 'nation':
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return nation.id;
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case 'name':
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return nation.name;
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case 'capital':
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return nation.capitalCityId ?? 0;
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case 'gold':
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return nation.gold;
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case 'rice':
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return nation.rice;
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case 'tech':
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return resolveNationTech(nation);
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case 'type':
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return nation.typeCode;
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default:
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return nation.meta[key] ?? null;
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}
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};
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// 전투 유닛 공통 상태와 수치 계산(legacy WarUnit 계열 포팅).
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export abstract class WarUnit<TriggerState extends GeneralTriggerState = GeneralTriggerState> {
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private static nextUnitId = 1;
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private readonly unitId: number;
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protected oppose: WarUnit<TriggerState> | null = null;
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protected killedCurr = 0;
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protected killed = 0;
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protected deadCurr = 0;
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protected dead = 0;
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protected currPhase = 0;
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protected prePhase = 0;
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protected bonusPhase = 0;
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protected atmosBonus = 0;
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protected trainBonus = 0;
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protected warPower = 0;
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protected warPowerMultiply = 1;
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protected activatedSkill: Record<string, boolean> = {};
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protected logActivatedSkill: Record<string, number> = {};
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protected isFinished = false;
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protected constructor(
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public readonly rng: RandUtil,
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protected readonly config: WarEngineConfig,
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protected readonly crewType: WarCrewType,
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protected readonly logger: ActionLogger,
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protected readonly attacker: boolean,
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protected readonly nation: Nation | null
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) {
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this.unitId = WarUnit.nextUnitId;
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WarUnit.nextUnitId += 1;
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}
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// 전투 유닛 식별자(트리거 dedup에 사용).
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public getUnitId(): number {
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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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public getRawNation(): Nation | null {
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return this.nation;
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}
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public getPhase(): number {
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return this.currPhase;
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}
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public getRealPhase(): number {
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return this.prePhase + this.currPhase;
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}
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public getCrewType(): WarCrewType {
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return this.crewType;
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}
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public getCrewTypeName(): string {
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return this.crewType.name;
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}
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public getCrewTypeShortName(): string {
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return this.crewType.getShortName();
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}
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public getLogger(): ActionLogger {
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return this.logger;
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}
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public getKilled(): number {
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return this.killed;
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}
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public getDead(): number {
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return this.dead;
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}
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public getKilledCurrentBattle(): number {
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return this.killedCurr;
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}
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public getDeadCurrentBattle(): number {
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return this.deadCurr;
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}
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public isAttacker(): boolean {
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return this.attacker;
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}
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public getMaxPhase(): number {
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return this.getCrewType().speed + this.bonusPhase;
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}
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public setPrePhase(phase: number): void {
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this.prePhase = phase;
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}
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public addPhase(phase = 1): void {
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this.currPhase += phase;
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}
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public addBonusPhase(count: number): void {
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this.bonusPhase += count;
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}
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public setOppose(oppose: WarUnit<TriggerState> | null): void {
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this.oppose = oppose;
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this.killedCurr = 0;
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this.deadCurr = 0;
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this.clearActivatedSkill();
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}
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public getOppose(): WarUnit<TriggerState> | null {
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return this.oppose;
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}
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public getWarPower(): number {
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return this.warPower * this.warPowerMultiply;
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}
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public getWarPowerMultiply(): number {
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return this.warPowerMultiply;
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}
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public setWarPowerMultiply(multiply = 1): void {
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this.warPowerMultiply = multiply;
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}
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public multiplyWarPowerMultiply(multiply: number): void {
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this.warPowerMultiply *= multiply;
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}
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public getRawWarPower(): number {
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return this.warPower;
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}
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protected clearActivatedSkill(): void {
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for (const [skillName, state] of Object.entries(this.activatedSkill)) {
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if (!state) {
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continue;
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}
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this.logActivatedSkill[skillName] = (this.logActivatedSkill[skillName] ?? 0) + 1;
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}
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this.activatedSkill = {};
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}
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public hasActivatedSkill(skillName: string): boolean {
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return Boolean(this.activatedSkill[skillName]);
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}
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public hasActivatedSkillOnLog(skillName: string): number {
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return (this.logActivatedSkill[skillName] ?? 0) + (this.hasActivatedSkill(skillName) ? 1 : 0);
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}
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public getActivatedSkillLog(): Record<string, number> {
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const snapshot: Record<string, number> = { ...this.logActivatedSkill };
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for (const [skillName, active] of Object.entries(this.activatedSkill)) {
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if (!active) {
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continue;
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}
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snapshot[skillName] = (snapshot[skillName] ?? 0) + 1;
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}
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return snapshot;
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}
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public activateSkill(...skillNames: string[]): void {
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for (const skillName of skillNames) {
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this.activatedSkill[skillName] = true;
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}
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}
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public deactivateSkill(...skillNames: string[]): void {
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for (const skillName of skillNames) {
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this.activatedSkill[skillName] = false;
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}
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}
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public beginPhase(): void {
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this.clearActivatedSkill();
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this.computeWarPower();
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}
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public computeWarPower(): [number, number] {
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const oppose = this.getOppose();
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if (!oppose) {
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return [0, 1];
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}
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const myAttack = this.getComputedAttack();
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const opposeDef = oppose.getComputedDefence();
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let warPower = this.config.armPerPhase + myAttack - opposeDef;
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let opposeWarPowerMultiply = 1;
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if (warPower < 100) {
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warPower = clampMin(warPower, 0);
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warPower = (warPower + 100) / 2;
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warPower = this.rng.nextRangeInt(warPower, 100);
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}
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warPower *= this.getComputedAtmos();
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warPower /= oppose.getComputedTrain();
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const myDex = this.getDex(this.getCrewType());
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const opposeDex = oppose.getDex(this.getCrewType());
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warPower *= getDexLog(myDex, opposeDex);
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warPower *= this.getCrewType().getAttackCoef(oppose.getCrewType());
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opposeWarPowerMultiply *= this.getCrewType().getDefenceCoef(oppose.getCrewType());
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this.warPower = warPower;
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oppose.setWarPowerMultiply(opposeWarPowerMultiply);
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return [warPower, opposeWarPowerMultiply];
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}
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public addTrain(_train: number): void {
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return;
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}
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public addAtmos(_atmos: number): void {
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return;
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}
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public addTrainBonus(trainBonus: number): void {
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this.trainBonus += trainBonus;
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}
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public addAtmosBonus(atmosBonus: number): void {
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this.atmosBonus += atmosBonus;
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}
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public getComputedTrain(): number {
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return this.config.maxTrainByCommand;
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}
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public getComputedAtmos(): number {
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return this.config.maxAtmosByCommand;
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}
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public getComputedCriticalRatio(): number {
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return 0;
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}
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public getComputedAvoidRatio(): number {
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return this.getCrewType().avoid / 100;
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}
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public addWin(): void {
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return;
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}
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public addLose(): void {
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return;
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}
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public calcDamage(): number {
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const warPower = this.getWarPower() * this.rng.nextRange(0.9, 1.1);
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return round(warPower);
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}
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public criticalDamage(): number {
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return this.rng.nextRange(...WAR_CRITICAL_RANGE);
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}
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public logBattleResult(): void {
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const oppose = this.getOppose();
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if (!oppose || !this.logger) {
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return;
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}
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const warTypeStr = this.isAttacker() ? '→' : '←';
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const message = `${this.getCrewTypeShortName()} ${this.getName()} ${warTypeStr} ${oppose.getCrewTypeShortName()} ${oppose.getName()} (${this.getHP()} / ${oppose.getHP()})`;
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this.logger.pushGeneralBattleResultLog(message, LogFormat.EVENT_YEAR_MONTH);
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this.logger.pushGeneralBattleDetailLog(message, LogFormat.EVENT_YEAR_MONTH);
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this.logger.pushGeneralActionLog(message, LogFormat.EVENT_YEAR_MONTH);
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}
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public tryWound(): boolean {
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return false;
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}
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public continueWar(): { canContinue: boolean; noRice: boolean } {
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return { canContinue: false, noRice: false };
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}
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public abstract getName(): string;
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public abstract getDex(crewType: WarCrewType): number;
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public abstract getComputedAttack(): number;
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public abstract getComputedDefence(): number;
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public abstract getHP(): number;
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public abstract decreaseHP(damage: number): number;
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public abstract increaseKilled(damage: number): number;
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public abstract finishBattle(): void;
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}
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// 장수 전투 유닛(legacy WarUnitGeneral 포팅).
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export class WarUnitGeneral<
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TriggerState extends GeneralTriggerState = GeneralTriggerState,
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> extends WarUnit<TriggerState> {
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private readonly actionPipeline: WarActionPipeline<TriggerState>;
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private killedPerson = 0;
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private deadPerson = 0;
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constructor(
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rng: RandUtil,
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config: WarEngineConfig,
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private readonly general: General<TriggerState>,
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private readonly city: City,
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nation: Nation | null,
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isAttacker: boolean,
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crewType: WarCrewType,
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logger: ActionLogger,
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pipeline: WarActionPipeline<TriggerState>
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) {
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super(rng, config, crewType, logger, isAttacker, nation);
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this.actionPipeline = pipeline;
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if (isAttacker) {
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if (this.city.level === 2) {
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this.atmosBonus += 5;
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}
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if (nation && nation.capitalCityId === this.city.id) {
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this.atmosBonus += 5;
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}
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} else {
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if (this.city.level === 1 || this.city.level === 3) {
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this.trainBonus += 5;
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}
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}
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}
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public getGeneral(): General<TriggerState> {
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return this.general;
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}
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public getActionContext(): WarActionContext<TriggerState> {
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return {
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general: this.general,
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nation: this.nation,
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city: this.city,
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log: this.logger,
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rng: this.rng,
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unit: this,
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};
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}
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public getActionPipeline(): WarActionPipeline<TriggerState> {
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return this.actionPipeline;
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}
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public override getName(): string {
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return this.general.name;
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}
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public getCityVar(key: keyof City): TriggerValue | null {
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const value = this.city[key];
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if (typeof value === 'number' || typeof value === 'string') {
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return value;
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}
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return null;
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}
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public override setOppose(oppose: WarUnit<TriggerState> | null): void {
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super.setOppose(oppose);
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increaseMetaNumber(this.general.meta, RANK_WARNUM, 1);
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if (!oppose) {
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return;
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}
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const baseTurnTime = this.isAttacker()
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? getMetaString(this.general.meta, META_TURN_TIME)
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: oppose instanceof WarUnitGeneral
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? getMetaString(oppose.general.meta, META_TURN_TIME)
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: getMetaString(this.general.meta, META_TURN_TIME);
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if (!baseTurnTime) {
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return;
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}
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const base = baseTurnTime.slice(0, Math.max(0, baseTurnTime.length - 2));
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const phase = clamp(this.getRealPhase(), 0, 99);
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const phaseText = phase.toString().padStart(2, '0');
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this.general.meta[META_RECENT_WAR] = `${base}${phaseText}`;
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}
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public override getMaxPhase(): number {
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const base = this.getCrewType().speed;
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const aux = { isAttacker: this.isAttacker() };
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const context = this.getActionContext();
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const phase = this.actionPipeline.onCalcStat(context, 'initWarPhase', base, aux);
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return phase + this.bonusPhase;
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}
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private resolveStatValue(statName: keyof StatBlock, base: number): number {
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return this.actionPipeline.onCalcStat(this.getActionContext(), statName, base);
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}
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private resolveMainStat(armType: number): number {
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const leadership = this.resolveStatValue('leadership', this.general.stats.leadership);
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const strength = this.resolveStatValue('strength', this.general.stats.strength);
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const intelligence = this.resolveStatValue('intelligence', this.general.stats.intelligence);
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if (armType === this.config.armTypes.wizard) {
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return intelligence;
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||||
}
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if (armType === this.config.armTypes.siege) {
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||||
return leadership;
|
||||
}
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||||
if (armType === this.config.armTypes.misc) {
|
||||
return (intelligence + leadership + strength) / 3;
|
||||
}
|
||||
return strength;
|
||||
}
|
||||
|
||||
private resolveOpposeStatValue(statName: WarStatName, value: number, aux?: Record<string, unknown>): number {
|
||||
const oppose = this.getOppose();
|
||||
if (!(oppose instanceof WarUnitGeneral)) {
|
||||
return value;
|
||||
}
|
||||
return oppose.getActionPipeline().onCalcOpposeStat(this.getActionContext(), statName, value, aux);
|
||||
}
|
||||
|
||||
public override getDex(crewType: WarCrewType): number {
|
||||
const armType =
|
||||
crewType.armType === this.config.armTypes.castle
|
||||
? (this.config.armTypes.siege ?? crewType.armType)
|
||||
: crewType.armType;
|
||||
const base = getMetaNumber(this.general.meta, `${META_DEX_PREFIX}${armType}`);
|
||||
const aux = {
|
||||
isAttacker: this.isAttacker(),
|
||||
opposeType: this.oppose?.getCrewType() ?? null,
|
||||
};
|
||||
const statName = toDexStatName(armType);
|
||||
let dex = this.actionPipeline.onCalcStat(this.getActionContext(), statName, base, aux);
|
||||
dex = this.resolveOpposeStatValue(statName, dex, aux);
|
||||
return dex;
|
||||
}
|
||||
|
||||
public override getComputedAttack(): number {
|
||||
const tech = resolveNationTech(this.nation);
|
||||
const armType = this.getCrewType().armType;
|
||||
const mainStat = this.resolveMainStat(armType);
|
||||
let ratio = mainStat * 2 - 40;
|
||||
|
||||
ratio = clampMin(ratio, 10);
|
||||
if (ratio > 100) {
|
||||
ratio = 50 + ratio / 2;
|
||||
}
|
||||
|
||||
const attack = this.getCrewType().attack + getTechAbility(tech);
|
||||
return attack * (ratio / 100);
|
||||
}
|
||||
|
||||
public override getComputedDefence(): number {
|
||||
const tech = resolveNationTech(this.nation);
|
||||
const defence = this.getCrewType().defence + getTechAbility(tech);
|
||||
const crew = this.general.crew / (7000 / 30) + 70;
|
||||
return defence * (crew / 100);
|
||||
}
|
||||
|
||||
public override getComputedTrain(): number {
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
let train = this.actionPipeline.onCalcStat(this.getActionContext(), 'bonusTrain', this.general.train, aux);
|
||||
train = this.resolveOpposeStatValue('bonusTrain', train, aux);
|
||||
train += this.trainBonus;
|
||||
return train;
|
||||
}
|
||||
|
||||
public override getComputedAtmos(): number {
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
let atmos = this.actionPipeline.onCalcStat(this.getActionContext(), 'bonusAtmos', this.general.atmos, aux);
|
||||
atmos = this.resolveOpposeStatValue('bonusAtmos', atmos, aux);
|
||||
atmos += this.atmosBonus;
|
||||
return atmos;
|
||||
}
|
||||
|
||||
public override getComputedCriticalRatio(): number {
|
||||
const armType = this.getCrewType().armType;
|
||||
if (armType === this.config.armTypes.castle) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
const mainStat = this.resolveMainStat(armType);
|
||||
const coef =
|
||||
armType === this.config.armTypes.wizard ||
|
||||
armType === this.config.armTypes.siege ||
|
||||
armType === this.config.armTypes.misc
|
||||
? 0.4
|
||||
: 0.5;
|
||||
|
||||
let ratio = clampMin(mainStat - 65, 0) * coef;
|
||||
ratio = Math.min(50, ratio) / 100;
|
||||
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
ratio = this.actionPipeline.onCalcStat(this.getActionContext(), 'warCriticalRatio', ratio, aux);
|
||||
ratio = this.resolveOpposeStatValue('warCriticalRatio', ratio, aux);
|
||||
return ratio;
|
||||
}
|
||||
|
||||
public override getComputedAvoidRatio(): number {
|
||||
const oppose = this.getOppose();
|
||||
let avoidRatio = this.getCrewType().avoid / 100;
|
||||
avoidRatio *= this.getComputedTrain() / 100;
|
||||
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
avoidRatio = this.actionPipeline.onCalcStat(this.getActionContext(), 'warAvoidRatio', avoidRatio, aux);
|
||||
avoidRatio = this.resolveOpposeStatValue('warAvoidRatio', avoidRatio, aux);
|
||||
|
||||
if (oppose && oppose.getCrewType().armType === this.config.armTypes.footman) {
|
||||
avoidRatio *= 0.75;
|
||||
}
|
||||
|
||||
return avoidRatio;
|
||||
}
|
||||
|
||||
public override addTrain(train: number): void {
|
||||
this.general.train = clamp(this.general.train + train, 0, this.config.maxTrainByWar);
|
||||
}
|
||||
|
||||
public override addAtmos(atmos: number): void {
|
||||
this.general.atmos = clamp(this.general.atmos + atmos, 0, this.config.maxAtmosByWar);
|
||||
}
|
||||
|
||||
public override addWin(): void {
|
||||
increaseMetaNumber(this.general.meta, RANK_KILLNUM, 1);
|
||||
|
||||
if (this.oppose instanceof WarUnitCity) {
|
||||
increaseMetaNumber(this.general.meta, RANK_OCCUPIED, 1);
|
||||
}
|
||||
|
||||
const atmosMultiplier = this.isAttacker() ? 1.1 : 1.05;
|
||||
this.general.atmos = clamp(Math.round(this.general.atmos * atmosMultiplier), 0, this.config.maxAtmosByWar);
|
||||
|
||||
this.addStatExp(1);
|
||||
}
|
||||
|
||||
public override addLose(): void {
|
||||
increaseMetaNumber(this.general.meta, RANK_DEATHNUM, 1);
|
||||
this.addStatExp(1);
|
||||
}
|
||||
|
||||
public addStatExp(value = 1): void {
|
||||
const armType = this.getCrewType().armType;
|
||||
if (armType === this.config.armTypes.wizard) {
|
||||
increaseMetaNumber(this.general.meta, META_INTEL_EXP, value);
|
||||
return;
|
||||
}
|
||||
if (armType === this.config.armTypes.siege) {
|
||||
increaseMetaNumber(this.general.meta, META_LEADERSHIP_EXP, value);
|
||||
return;
|
||||
}
|
||||
increaseMetaNumber(this.general.meta, META_STRENGTH_EXP, value);
|
||||
}
|
||||
|
||||
public addLevelExp(value: number): void {
|
||||
const adjust = this.isAttacker() ? value : value * 0.8;
|
||||
this.general.experience += adjust;
|
||||
}
|
||||
|
||||
public addDedication(value: number): void {
|
||||
this.general.dedication += value;
|
||||
}
|
||||
|
||||
public addDex(crewType: WarCrewType, exp: number): void {
|
||||
const armType = crewType.armType;
|
||||
const key = `${META_DEX_PREFIX}${armType}`;
|
||||
const base = getMetaNumber(this.general.meta, key);
|
||||
this.general.meta[key] = round(base + exp);
|
||||
}
|
||||
|
||||
public calcRiceConsumption(damage: number): number {
|
||||
let rice = damage / 100;
|
||||
if (!this.isAttacker()) {
|
||||
rice *= 0.8;
|
||||
}
|
||||
if (this.oppose instanceof WarUnitCity) {
|
||||
rice *= 0.8;
|
||||
}
|
||||
rice *= this.getCrewType().rice;
|
||||
rice *= getTechCost(resolveNationTech(this.nation));
|
||||
rice = this.actionPipeline.onCalcStat(this.getActionContext(), 'killRice', rice);
|
||||
return rice;
|
||||
}
|
||||
|
||||
public override increaseKilled(damage: number): number {
|
||||
this.addLevelExp(damage / 50);
|
||||
|
||||
const rice = this.calcRiceConsumption(damage);
|
||||
this.general.rice = clampMin(this.general.rice - rice, 0);
|
||||
|
||||
let addDex = damage;
|
||||
if (!this.isAttacker()) {
|
||||
addDex *= 0.8;
|
||||
}
|
||||
this.addDex(this.getCrewType(), addDex);
|
||||
|
||||
this.killed += damage;
|
||||
this.killedCurr += damage;
|
||||
|
||||
if (this.oppose instanceof WarUnitGeneral) {
|
||||
this.killedPerson += damage;
|
||||
}
|
||||
return this.killed;
|
||||
}
|
||||
|
||||
public override getHP(): number {
|
||||
return this.general.crew;
|
||||
}
|
||||
|
||||
public override decreaseHP(damage: number): number {
|
||||
const maxDamage = Math.min(damage, this.general.crew);
|
||||
|
||||
this.dead += maxDamage;
|
||||
this.deadCurr += maxDamage;
|
||||
this.general.crew -= maxDamage;
|
||||
|
||||
let addDex = maxDamage;
|
||||
if (!this.isAttacker()) {
|
||||
addDex *= 0.1;
|
||||
}
|
||||
if (this.oppose) {
|
||||
this.addDex(this.oppose.getCrewType(), addDex);
|
||||
}
|
||||
|
||||
if (this.oppose instanceof WarUnitGeneral) {
|
||||
this.deadPerson += maxDamage;
|
||||
}
|
||||
|
||||
return this.general.crew;
|
||||
}
|
||||
|
||||
public override computeWarPower(): [number, number] {
|
||||
const [warPower, opposeWarPowerMultiply] = super.computeWarPower();
|
||||
const oppose = this.getOppose();
|
||||
if (!oppose) {
|
||||
return [warPower, opposeWarPowerMultiply];
|
||||
}
|
||||
|
||||
const expLevel = getMetaNumber(this.general.meta, META_EXP_LEVEL, 0);
|
||||
let nextWarPower = warPower;
|
||||
let nextOpposeMultiply = opposeWarPowerMultiply;
|
||||
|
||||
if (oppose instanceof WarUnitCity) {
|
||||
nextWarPower *= 1 + expLevel / 600;
|
||||
} else {
|
||||
const ratio = clampMin(1 - expLevel / 300, 0.01);
|
||||
nextWarPower /= ratio;
|
||||
nextOpposeMultiply *= ratio;
|
||||
}
|
||||
|
||||
const [myMul, opposeMul] = this.actionPipeline.getWarPowerMultiplier(this.getActionContext(), this, oppose);
|
||||
nextWarPower *= myMul;
|
||||
nextOpposeMultiply *= opposeMul;
|
||||
|
||||
this.warPower = nextWarPower;
|
||||
oppose.setWarPowerMultiply(nextOpposeMultiply);
|
||||
return [nextWarPower, nextOpposeMultiply];
|
||||
}
|
||||
|
||||
public override criticalDamage(): number {
|
||||
let range: [number, number] = WAR_CRITICAL_RANGE;
|
||||
range = this.actionPipeline.onCalcStat(this.getActionContext(), 'criticalDamageRange', range);
|
||||
return this.rng.nextRange(...range);
|
||||
}
|
||||
|
||||
public override tryWound(): boolean {
|
||||
if (this.hasActivatedSkillOnLog('부상무효')) {
|
||||
return false;
|
||||
}
|
||||
if (this.hasActivatedSkillOnLog('퇴각부상무효')) {
|
||||
return false;
|
||||
}
|
||||
if (!this.rng.nextBool(0.05)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.activateSkill('부상');
|
||||
this.general.injury = clamp(this.general.injury + this.rng.nextRangeInt(10, 80), 0, 80);
|
||||
this.logger.pushGeneralActionLog('전투중 <R>부상</>당했다!', LogFormat.PLAIN);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override continueWar(): { canContinue: boolean; noRice: boolean } {
|
||||
if (this.general.crew <= 0) {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
if (this.general.rice <= this.general.crew / 100) {
|
||||
return { canContinue: false, noRice: true };
|
||||
}
|
||||
return { canContinue: true, noRice: false };
|
||||
}
|
||||
|
||||
public override finishBattle(): void {
|
||||
if (this.isFinished) {
|
||||
return;
|
||||
}
|
||||
this.clearActivatedSkill();
|
||||
this.isFinished = true;
|
||||
|
||||
increaseMetaNumber(this.general.meta, RANK_KILLCREW, this.killed);
|
||||
increaseMetaNumber(this.general.meta, RANK_DEATHCREW, this.dead);
|
||||
|
||||
if (this.killedPerson) {
|
||||
increaseMetaNumber(this.general.meta, RANK_KILLCREW_PERSON, this.killedPerson);
|
||||
}
|
||||
if (this.deadPerson) {
|
||||
increaseMetaNumber(this.general.meta, RANK_DEATHCREW_PERSON, this.deadPerson);
|
||||
}
|
||||
|
||||
this.general.rice = round(this.general.rice);
|
||||
this.general.experience = round(this.general.experience);
|
||||
this.general.dedication = round(this.general.dedication);
|
||||
}
|
||||
}
|
||||
|
||||
// 도시 성벽 전투 유닛(legacy WarUnitCity 포팅).
|
||||
export class WarUnitCity extends WarUnit {
|
||||
private hp: number;
|
||||
private cityTrainAtmos: number;
|
||||
private onSiege = false;
|
||||
|
||||
constructor(
|
||||
rng: RandUtil,
|
||||
config: WarEngineConfig,
|
||||
private readonly city: City,
|
||||
nation: Nation | null,
|
||||
crewType: WarCrewType,
|
||||
logger: ActionLogger,
|
||||
year: number,
|
||||
startYear: number
|
||||
) {
|
||||
super(rng, config, crewType, logger, false, nation);
|
||||
this.cityTrainAtmos = clamp(year - startYear + 59, 60, 110);
|
||||
this.hp = this.city.defence * 10;
|
||||
|
||||
if (this.city.level === 1 || this.city.level === 3) {
|
||||
this.trainBonus += 5;
|
||||
}
|
||||
}
|
||||
|
||||
public getCityTrainAtmos(): number {
|
||||
return this.cityTrainAtmos;
|
||||
}
|
||||
|
||||
public getCityId(): number {
|
||||
return this.city.id;
|
||||
}
|
||||
|
||||
public override getName(): string {
|
||||
return this.city.name;
|
||||
}
|
||||
|
||||
public override getComputedAttack(): number {
|
||||
return (this.city.defence + this.city.wall * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
public override getComputedDefence(): number {
|
||||
return (this.city.defence + this.city.wall * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
public override increaseKilled(damage: number): number {
|
||||
this.killed += damage;
|
||||
this.killedCurr += damage;
|
||||
return this.killed;
|
||||
}
|
||||
|
||||
public override getComputedTrain(): number {
|
||||
return this.cityTrainAtmos + this.trainBonus;
|
||||
}
|
||||
|
||||
public override getComputedAtmos(): number {
|
||||
return this.cityTrainAtmos + this.atmosBonus;
|
||||
}
|
||||
|
||||
public override getHP(): number {
|
||||
return this.hp;
|
||||
}
|
||||
|
||||
public setSiege(): void {
|
||||
this.onSiege = true;
|
||||
this.currPhase = 0;
|
||||
this.prePhase = 0;
|
||||
this.bonusPhase = 0;
|
||||
this.isFinished = false;
|
||||
}
|
||||
|
||||
public isSiege(): boolean {
|
||||
return this.onSiege;
|
||||
}
|
||||
|
||||
public override getDex(_crewType: WarCrewType): number {
|
||||
return (this.cityTrainAtmos - 60) * 7200;
|
||||
}
|
||||
|
||||
public override decreaseHP(damage: number): number {
|
||||
const applied = Math.min(damage, this.hp);
|
||||
this.dead += applied;
|
||||
this.deadCurr += applied;
|
||||
this.hp -= applied;
|
||||
|
||||
this.city.wall = clampMin(this.city.wall - applied / 20, 0);
|
||||
return this.hp;
|
||||
}
|
||||
|
||||
public override continueWar(): { canContinue: boolean; noRice: boolean } {
|
||||
if (!this.onSiege) {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
if (this.hp <= 0) {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
return { canContinue: true, noRice: false };
|
||||
}
|
||||
|
||||
public heavyDecreaseWealth(): void {
|
||||
this.city.agriculture = round(this.city.agriculture * 0.5);
|
||||
this.city.commerce = round(this.city.commerce * 0.5);
|
||||
this.city.security = round(this.city.security * 0.5);
|
||||
}
|
||||
|
||||
public override finishBattle(): void {
|
||||
this.clearActivatedSkill();
|
||||
this.isFinished = true;
|
||||
|
||||
this.city.defence = round(this.hp / 10);
|
||||
this.city.wall = round(this.city.wall);
|
||||
|
||||
// legacy에서는 onSiege 전투로 끝난 경우에만 추가 피해 처리했지만,
|
||||
// 실제 구현은 이미 return 되도록 되어 있어 그대로 유지한다.
|
||||
if (this.isFinished || !this.onSiege) {
|
||||
return;
|
||||
}
|
||||
|
||||
const decWealth = this.getKilled() / 20;
|
||||
this.city.agriculture = clampMin(this.city.agriculture - decWealth, 0);
|
||||
this.city.commerce = clampMin(this.city.commerce - decWealth, 0);
|
||||
this.city.security = clampMin(this.city.security - decWealth, 0);
|
||||
}
|
||||
|
||||
public addConflict(): boolean {
|
||||
const raw = this.city.meta.conflict;
|
||||
const conflict = parseConflict(raw) ?? {};
|
||||
const oppose = this.getOppose();
|
||||
|
||||
const nationId = oppose?.getNationVar('nation');
|
||||
if (typeof nationId !== 'number') {
|
||||
return false;
|
||||
}
|
||||
|
||||
let dead = Math.max(1, this.dead);
|
||||
let isNew = false;
|
||||
|
||||
if (Object.keys(conflict).length === 0 || this.getHP() === 0) {
|
||||
dead *= 1.05;
|
||||
}
|
||||
|
||||
if (conflict[nationId] !== undefined) {
|
||||
conflict[nationId] += dead;
|
||||
} else {
|
||||
conflict[nationId] = dead;
|
||||
isNew = true;
|
||||
}
|
||||
|
||||
const sorted = sortConflict(conflict);
|
||||
this.city.meta.conflict = stringifyConflict(sorted);
|
||||
|
||||
return isNew;
|
||||
}
|
||||
|
||||
public override logBattleResult(): void {
|
||||
return;
|
||||
}
|
||||
}
|
||||
export { WarUnit, WAR_CRITICAL_RANGE, resolveNationTech } from './units/base.js';
|
||||
export { WarUnitGeneral } from './units/general.js';
|
||||
export { WarUnitCity } from './units/city.js';
|
||||
|
||||
@@ -0,0 +1,353 @@
|
||||
import type { RandUtil } from '@sammo-ts/common';
|
||||
|
||||
import type {
|
||||
GeneralTriggerState,
|
||||
Nation,
|
||||
TriggerValue,
|
||||
} from '@sammo-ts/logic/domain/entities.js';
|
||||
import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
|
||||
import { LogFormat } from '@sammo-ts/logic/logging/types.js';
|
||||
import type { WarEngineConfig } from '../types.js';
|
||||
import type { WarCrewType } from '../crewType.js';
|
||||
import { clampMin, getDexLog, getMetaNumber, round } from '../utils.js';
|
||||
|
||||
export const WAR_CRITICAL_RANGE: [number, number] = [1.3, 2.0];
|
||||
|
||||
export const resolveNationTech = (nation: Nation | null): number =>
|
||||
(nation ? getMetaNumber(nation.meta, 'tech', 0) : 0);
|
||||
|
||||
const resolveNationVar = (nation: Nation | null, key: string): TriggerValue | null => {
|
||||
if (!nation) {
|
||||
return null;
|
||||
}
|
||||
switch (key) {
|
||||
case 'nation':
|
||||
return nation.id;
|
||||
case 'name':
|
||||
return nation.name;
|
||||
case 'capital':
|
||||
return nation.capitalCityId ?? 0;
|
||||
case 'gold':
|
||||
return nation.gold;
|
||||
case 'rice':
|
||||
return nation.rice;
|
||||
case 'tech':
|
||||
return resolveNationTech(nation);
|
||||
case 'type':
|
||||
return nation.typeCode;
|
||||
default:
|
||||
return nation.meta[key] ?? null;
|
||||
}
|
||||
};
|
||||
|
||||
// 전투 유닛 공통 상태와 수치 계산(legacy WarUnit 계열 포팅).
|
||||
export abstract class WarUnit<TriggerState extends GeneralTriggerState = GeneralTriggerState> {
|
||||
private static nextUnitId = 1;
|
||||
private readonly unitId: number;
|
||||
|
||||
protected oppose: WarUnit<TriggerState> | null = null;
|
||||
protected killedCurr = 0;
|
||||
protected killed = 0;
|
||||
protected deadCurr = 0;
|
||||
protected dead = 0;
|
||||
|
||||
protected currPhase = 0;
|
||||
protected prePhase = 0;
|
||||
protected bonusPhase = 0;
|
||||
|
||||
protected atmosBonus = 0;
|
||||
protected trainBonus = 0;
|
||||
|
||||
protected warPower = 0;
|
||||
protected warPowerMultiply = 1;
|
||||
|
||||
protected activatedSkill: Record<string, boolean> = {};
|
||||
protected logActivatedSkill: Record<string, number> = {};
|
||||
protected isFinished = false;
|
||||
|
||||
protected constructor(
|
||||
public readonly rng: RandUtil,
|
||||
protected readonly config: WarEngineConfig,
|
||||
protected readonly crewType: WarCrewType,
|
||||
protected readonly logger: ActionLogger,
|
||||
protected readonly attacker: boolean,
|
||||
protected readonly nation: Nation | null
|
||||
) {
|
||||
this.unitId = WarUnit.nextUnitId;
|
||||
WarUnit.nextUnitId += 1;
|
||||
}
|
||||
|
||||
// 전투 유닛 식별자(트리거 dedup에 사용).
|
||||
public getUnitId(): number {
|
||||
return this.unitId;
|
||||
}
|
||||
|
||||
public getGameConfig(): WarEngineConfig {
|
||||
return this.config;
|
||||
}
|
||||
|
||||
public getNationVar(key: string): TriggerValue | null {
|
||||
return resolveNationVar(this.nation, key);
|
||||
}
|
||||
|
||||
public getRawNation(): Nation | null {
|
||||
return this.nation;
|
||||
}
|
||||
|
||||
public getPhase(): number {
|
||||
return this.currPhase;
|
||||
}
|
||||
|
||||
public getRealPhase(): number {
|
||||
return this.prePhase + this.currPhase;
|
||||
}
|
||||
|
||||
public getCrewType(): WarCrewType {
|
||||
return this.crewType;
|
||||
}
|
||||
|
||||
public getCrewTypeName(): string {
|
||||
return this.crewType.name;
|
||||
}
|
||||
|
||||
public getCrewTypeShortName(): string {
|
||||
return this.crewType.getShortName();
|
||||
}
|
||||
|
||||
public getLogger(): ActionLogger {
|
||||
return this.logger;
|
||||
}
|
||||
|
||||
public getKilled(): number {
|
||||
return this.killed;
|
||||
}
|
||||
|
||||
public getDead(): number {
|
||||
return this.dead;
|
||||
}
|
||||
|
||||
public getKilledCurrentBattle(): number {
|
||||
return this.killedCurr;
|
||||
}
|
||||
|
||||
public getDeadCurrentBattle(): number {
|
||||
return this.deadCurr;
|
||||
}
|
||||
|
||||
public isAttacker(): boolean {
|
||||
return this.attacker;
|
||||
}
|
||||
|
||||
public getMaxPhase(): number {
|
||||
return this.getCrewType().speed + this.bonusPhase;
|
||||
}
|
||||
|
||||
public setPrePhase(phase: number): void {
|
||||
this.prePhase = phase;
|
||||
}
|
||||
|
||||
public addPhase(phase = 1): void {
|
||||
this.currPhase += phase;
|
||||
}
|
||||
|
||||
public addBonusPhase(count: number): void {
|
||||
this.bonusPhase += count;
|
||||
}
|
||||
|
||||
public setOppose(oppose: WarUnit<TriggerState> | null): void {
|
||||
this.oppose = oppose;
|
||||
this.killedCurr = 0;
|
||||
this.deadCurr = 0;
|
||||
this.clearActivatedSkill();
|
||||
}
|
||||
|
||||
public getOppose(): WarUnit<TriggerState> | null {
|
||||
return this.oppose;
|
||||
}
|
||||
|
||||
public getWarPower(): number {
|
||||
return this.warPower * this.warPowerMultiply;
|
||||
}
|
||||
|
||||
public getWarPowerMultiply(): number {
|
||||
return this.warPowerMultiply;
|
||||
}
|
||||
|
||||
public setWarPowerMultiply(multiply = 1): void {
|
||||
this.warPowerMultiply = multiply;
|
||||
}
|
||||
|
||||
public multiplyWarPowerMultiply(multiply: number): void {
|
||||
this.warPowerMultiply *= multiply;
|
||||
}
|
||||
|
||||
public getRawWarPower(): number {
|
||||
return this.warPower;
|
||||
}
|
||||
|
||||
protected clearActivatedSkill(): void {
|
||||
for (const [skillName, state] of Object.entries(this.activatedSkill)) {
|
||||
if (!state) {
|
||||
continue;
|
||||
}
|
||||
this.logActivatedSkill[skillName] = (this.logActivatedSkill[skillName] ?? 0) + 1;
|
||||
}
|
||||
this.activatedSkill = {};
|
||||
}
|
||||
|
||||
public hasActivatedSkill(skillName: string): boolean {
|
||||
return Boolean(this.activatedSkill[skillName]);
|
||||
}
|
||||
|
||||
public hasActivatedSkillOnLog(skillName: string): number {
|
||||
return (this.logActivatedSkill[skillName] ?? 0) + (this.hasActivatedSkill(skillName) ? 1 : 0);
|
||||
}
|
||||
|
||||
public getActivatedSkillLog(): Record<string, number> {
|
||||
const snapshot: Record<string, number> = { ...this.logActivatedSkill };
|
||||
for (const [skillName, active] of Object.entries(this.activatedSkill)) {
|
||||
if (!active) {
|
||||
continue;
|
||||
}
|
||||
snapshot[skillName] = (snapshot[skillName] ?? 0) + 1;
|
||||
}
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
public activateSkill(...skillNames: string[]): void {
|
||||
for (const skillName of skillNames) {
|
||||
this.activatedSkill[skillName] = true;
|
||||
}
|
||||
}
|
||||
|
||||
public deactivateSkill(...skillNames: string[]): void {
|
||||
for (const skillName of skillNames) {
|
||||
this.activatedSkill[skillName] = false;
|
||||
}
|
||||
}
|
||||
|
||||
public beginPhase(): void {
|
||||
this.clearActivatedSkill();
|
||||
this.computeWarPower();
|
||||
}
|
||||
|
||||
public computeWarPower(): [number, number] {
|
||||
const oppose = this.getOppose();
|
||||
if (!oppose) {
|
||||
return [0, 1];
|
||||
}
|
||||
|
||||
const myAttack = this.getComputedAttack();
|
||||
const opposeDef = oppose.getComputedDefence();
|
||||
|
||||
let warPower = this.config.armPerPhase + myAttack - opposeDef;
|
||||
let opposeWarPowerMultiply = 1;
|
||||
|
||||
if (warPower < 100) {
|
||||
warPower = clampMin(warPower, 0);
|
||||
warPower = (warPower + 100) / 2;
|
||||
warPower = this.rng.nextRangeInt(warPower, 100);
|
||||
}
|
||||
|
||||
warPower *= this.getComputedAtmos();
|
||||
warPower /= oppose.getComputedTrain();
|
||||
|
||||
const myDex = this.getDex(this.getCrewType());
|
||||
const opposeDex = oppose.getDex(this.getCrewType());
|
||||
warPower *= getDexLog(myDex, opposeDex);
|
||||
|
||||
warPower *= this.getCrewType().getAttackCoef(oppose.getCrewType());
|
||||
opposeWarPowerMultiply *= this.getCrewType().getDefenceCoef(oppose.getCrewType());
|
||||
|
||||
this.warPower = warPower;
|
||||
oppose.setWarPowerMultiply(opposeWarPowerMultiply);
|
||||
|
||||
return [warPower, opposeWarPowerMultiply];
|
||||
}
|
||||
|
||||
public addTrain(_train: number): void {
|
||||
return;
|
||||
}
|
||||
|
||||
public addAtmos(_atmos: number): void {
|
||||
return;
|
||||
}
|
||||
|
||||
public addTrainBonus(trainBonus: number): void {
|
||||
this.trainBonus += trainBonus;
|
||||
}
|
||||
|
||||
public addAtmosBonus(atmosBonus: number): void {
|
||||
this.atmosBonus += atmosBonus;
|
||||
}
|
||||
|
||||
public getComputedTrain(): number {
|
||||
return this.config.maxTrainByCommand;
|
||||
}
|
||||
|
||||
public getComputedAtmos(): number {
|
||||
return this.config.maxAtmosByCommand;
|
||||
}
|
||||
|
||||
public getComputedCriticalRatio(): number {
|
||||
return 0;
|
||||
}
|
||||
|
||||
public getComputedAvoidRatio(): number {
|
||||
return this.getCrewType().avoid / 100;
|
||||
}
|
||||
|
||||
public addWin(): void {
|
||||
return;
|
||||
}
|
||||
|
||||
public addLose(): void {
|
||||
return;
|
||||
}
|
||||
|
||||
public calcDamage(): number {
|
||||
const warPower = this.getWarPower() * this.rng.nextRange(0.9, 1.1);
|
||||
return round(warPower);
|
||||
}
|
||||
|
||||
public criticalDamage(): number {
|
||||
return this.rng.nextRange(...WAR_CRITICAL_RANGE);
|
||||
}
|
||||
|
||||
public logBattleResult(): void {
|
||||
const oppose = this.getOppose();
|
||||
if (!oppose || !this.logger) {
|
||||
return;
|
||||
}
|
||||
|
||||
const warTypeStr = this.isAttacker() ? '→' : '←';
|
||||
const message = `${this.getCrewTypeShortName()} ${this.getName()} ${warTypeStr} ${oppose.getCrewTypeShortName()} ${oppose.getName()} (${this.getHP()} / ${oppose.getHP()})`;
|
||||
this.logger.pushGeneralBattleResultLog(message, LogFormat.EVENT_YEAR_MONTH);
|
||||
this.logger.pushGeneralBattleDetailLog(message, LogFormat.EVENT_YEAR_MONTH);
|
||||
this.logger.pushGeneralActionLog(message, LogFormat.EVENT_YEAR_MONTH);
|
||||
}
|
||||
|
||||
public tryWound(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
public continueWar(): { canContinue: boolean; noRice: boolean } {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
|
||||
public abstract getName(): string;
|
||||
|
||||
public abstract getDex(crewType: WarCrewType): number;
|
||||
|
||||
public abstract getComputedAttack(): number;
|
||||
|
||||
public abstract getComputedDefence(): number;
|
||||
|
||||
public abstract getHP(): number;
|
||||
|
||||
public abstract decreaseHP(damage: number): number;
|
||||
|
||||
public abstract increaseKilled(damage: number): number;
|
||||
|
||||
public abstract finishBattle(): void;
|
||||
}
|
||||
@@ -0,0 +1,168 @@
|
||||
import type { RandUtil } from '@sammo-ts/common';
|
||||
|
||||
import type { City, Nation } from '@sammo-ts/logic/domain/entities.js';
|
||||
import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
|
||||
import type { WarEngineConfig } from '../types.js';
|
||||
import type { WarCrewType } from '../crewType.js';
|
||||
import { clampMin, round, parseConflict, sortConflict, stringifyConflict } from '../utils.js';
|
||||
import { WarUnit } from './base.js';
|
||||
|
||||
// 도시 성벽 전투 유닛(legacy WarUnitCity 포팅).
|
||||
export class WarUnitCity extends WarUnit {
|
||||
private hp: number;
|
||||
private cityTrainAtmos: number;
|
||||
private onSiege = false;
|
||||
|
||||
constructor(
|
||||
rng: RandUtil,
|
||||
config: WarEngineConfig,
|
||||
private readonly city: City,
|
||||
nation: Nation | null,
|
||||
crewType: WarCrewType,
|
||||
logger: ActionLogger,
|
||||
year: number,
|
||||
startYear: number
|
||||
) {
|
||||
super(rng, config, crewType, logger, false, nation);
|
||||
const baseTrainAtmos = year - startYear + 59;
|
||||
this.cityTrainAtmos = Math.max(60, Math.min(baseTrainAtmos, 110));
|
||||
this.hp = this.city.defence * 10;
|
||||
|
||||
if (this.city.level === 1 || this.city.level === 3) {
|
||||
this.trainBonus += 5;
|
||||
}
|
||||
}
|
||||
|
||||
public getCityTrainAtmos(): number {
|
||||
return this.cityTrainAtmos;
|
||||
}
|
||||
|
||||
public getCityId(): number {
|
||||
return this.city.id;
|
||||
}
|
||||
|
||||
public override getName(): string {
|
||||
return this.city.name;
|
||||
}
|
||||
|
||||
public override getComputedAttack(): number {
|
||||
return (this.city.defence + this.city.wall * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
public override getComputedDefence(): number {
|
||||
return (this.city.defence + this.city.wall * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
public override increaseKilled(damage: number): number {
|
||||
this.killed += damage;
|
||||
this.killedCurr += damage;
|
||||
return this.killed;
|
||||
}
|
||||
|
||||
public override getComputedTrain(): number {
|
||||
return this.cityTrainAtmos + this.trainBonus;
|
||||
}
|
||||
|
||||
public override getComputedAtmos(): number {
|
||||
return this.cityTrainAtmos + this.atmosBonus;
|
||||
}
|
||||
|
||||
public override getHP(): number {
|
||||
return this.hp;
|
||||
}
|
||||
|
||||
public setSiege(): void {
|
||||
this.onSiege = true;
|
||||
this.currPhase = 0;
|
||||
this.prePhase = 0;
|
||||
this.bonusPhase = 0;
|
||||
this.isFinished = false;
|
||||
}
|
||||
|
||||
public isSiege(): boolean {
|
||||
return this.onSiege;
|
||||
}
|
||||
|
||||
public override getDex(_crewType: WarCrewType): number {
|
||||
return (this.cityTrainAtmos - 60) * 7200;
|
||||
}
|
||||
|
||||
public override decreaseHP(damage: number): number {
|
||||
const applied = Math.min(damage, this.hp);
|
||||
this.dead += applied;
|
||||
this.deadCurr += applied;
|
||||
this.hp -= applied;
|
||||
|
||||
this.city.wall = clampMin(this.city.wall - applied / 20, 0);
|
||||
return this.hp;
|
||||
}
|
||||
|
||||
public override continueWar(): { canContinue: boolean; noRice: boolean } {
|
||||
if (!this.onSiege) {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
if (this.hp <= 0) {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
return { canContinue: true, noRice: false };
|
||||
}
|
||||
|
||||
public heavyDecreaseWealth(): void {
|
||||
this.city.agriculture = round(this.city.agriculture * 0.5);
|
||||
this.city.commerce = round(this.city.commerce * 0.5);
|
||||
this.city.security = round(this.city.security * 0.5);
|
||||
}
|
||||
|
||||
public override finishBattle(): void {
|
||||
this.clearActivatedSkill();
|
||||
this.isFinished = true;
|
||||
|
||||
this.city.defence = round(this.hp / 10);
|
||||
this.city.wall = round(this.city.wall);
|
||||
|
||||
// legacy에서는 onSiege 전투로 끝난 경우에만 추가 피해 처리했지만,
|
||||
// 실제 구현은 이미 return 되도록 되어 있어 그대로 유지한다.
|
||||
if (this.isFinished || !this.onSiege) {
|
||||
return;
|
||||
}
|
||||
|
||||
const decWealth = this.getKilled() / 20;
|
||||
this.city.agriculture = clampMin(this.city.agriculture - decWealth, 0);
|
||||
this.city.commerce = clampMin(this.city.commerce - decWealth, 0);
|
||||
this.city.security = clampMin(this.city.security - decWealth, 0);
|
||||
}
|
||||
|
||||
public addConflict(): boolean {
|
||||
const raw = this.city.meta.conflict;
|
||||
const conflict = parseConflict(raw) ?? {};
|
||||
const oppose = this.getOppose();
|
||||
|
||||
const nationId = oppose?.getNationVar('nation');
|
||||
if (typeof nationId !== 'number') {
|
||||
return false;
|
||||
}
|
||||
|
||||
let dead = Math.max(1, this.dead);
|
||||
let isNew = false;
|
||||
|
||||
if (Object.keys(conflict).length === 0 || this.getHP() === 0) {
|
||||
dead *= 1.05;
|
||||
}
|
||||
|
||||
if (conflict[nationId] !== undefined) {
|
||||
conflict[nationId] += dead;
|
||||
} else {
|
||||
conflict[nationId] = dead;
|
||||
isNew = true;
|
||||
}
|
||||
|
||||
const sorted = sortConflict(conflict);
|
||||
this.city.meta.conflict = stringifyConflict(sorted);
|
||||
|
||||
return isNew;
|
||||
}
|
||||
|
||||
public override logBattleResult(): void {
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,470 @@
|
||||
import type { RandUtil } from '@sammo-ts/common';
|
||||
|
||||
import type {
|
||||
City,
|
||||
General,
|
||||
GeneralTriggerState,
|
||||
Nation,
|
||||
StatBlock,
|
||||
TriggerValue,
|
||||
} from '@sammo-ts/logic/domain/entities.js';
|
||||
import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
|
||||
import { LogFormat } from '@sammo-ts/logic/logging/types.js';
|
||||
import type { WarStatName } from '@sammo-ts/logic/triggers/types.js';
|
||||
import { getTechAbility, getTechCost } from '@sammo-ts/logic/world/unitSet.js';
|
||||
import type { WarActionPipeline, WarActionContext } from '../actions.js';
|
||||
import type { WarEngineConfig } from '../types.js';
|
||||
import type { WarCrewType } from '../crewType.js';
|
||||
import {
|
||||
clamp,
|
||||
clampMin,
|
||||
getMetaNumber,
|
||||
getMetaString,
|
||||
increaseMetaNumber,
|
||||
round,
|
||||
} from '../utils.js';
|
||||
import { WAR_CRITICAL_RANGE, WarUnit, resolveNationTech } from './base.js';
|
||||
type CityUnit = WarUnit & { getCityId: () => number };
|
||||
|
||||
const isCityUnit = (unit: WarUnit | null): unit is CityUnit =>
|
||||
Boolean(unit && typeof (unit as CityUnit).getCityId === 'function');
|
||||
|
||||
const META_EXP_LEVEL = 'explevel';
|
||||
const META_TURN_TIME = 'turnTime';
|
||||
const META_RECENT_WAR = 'recentWar';
|
||||
const META_DEX_PREFIX = 'dex';
|
||||
const META_RANK_PREFIX = 'rank_';
|
||||
const META_INTEL_EXP = 'intelExp';
|
||||
const META_STRENGTH_EXP = 'strengthExp';
|
||||
const META_LEADERSHIP_EXP = 'leadershipExp';
|
||||
|
||||
const RANK_WARNUM = `${META_RANK_PREFIX}warnum`;
|
||||
const RANK_KILLNUM = `${META_RANK_PREFIX}killnum`;
|
||||
const RANK_DEATHNUM = `${META_RANK_PREFIX}deathnum`;
|
||||
const RANK_OCCUPIED = `${META_RANK_PREFIX}occupied`;
|
||||
const RANK_KILLCREW = `${META_RANK_PREFIX}killcrew`;
|
||||
const RANK_DEATHCREW = `${META_RANK_PREFIX}deathcrew`;
|
||||
const RANK_KILLCREW_PERSON = `${META_RANK_PREFIX}killcrew_person`;
|
||||
const RANK_DEATHCREW_PERSON = `${META_RANK_PREFIX}deathcrew_person`;
|
||||
|
||||
const toDexStatName = (armType: number): WarStatName => `dex${armType}` as WarStatName;
|
||||
|
||||
// 장수 전투 유닛(legacy WarUnitGeneral 포팅).
|
||||
export class WarUnitGeneral<
|
||||
TriggerState extends GeneralTriggerState = GeneralTriggerState,
|
||||
> extends WarUnit<TriggerState> {
|
||||
private readonly actionPipeline: WarActionPipeline<TriggerState>;
|
||||
private killedPerson = 0;
|
||||
private deadPerson = 0;
|
||||
|
||||
constructor(
|
||||
rng: RandUtil,
|
||||
config: WarEngineConfig,
|
||||
private readonly general: General<TriggerState>,
|
||||
private readonly city: City,
|
||||
nation: Nation | null,
|
||||
isAttacker: boolean,
|
||||
crewType: WarCrewType,
|
||||
logger: ActionLogger,
|
||||
pipeline: WarActionPipeline<TriggerState>
|
||||
) {
|
||||
super(rng, config, crewType, logger, isAttacker, nation);
|
||||
this.actionPipeline = pipeline;
|
||||
|
||||
if (isAttacker) {
|
||||
if (this.city.level === 2) {
|
||||
this.atmosBonus += 5;
|
||||
}
|
||||
if (nation && nation.capitalCityId === this.city.id) {
|
||||
this.atmosBonus += 5;
|
||||
}
|
||||
} else {
|
||||
if (this.city.level === 1 || this.city.level === 3) {
|
||||
this.trainBonus += 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public getGeneral(): General<TriggerState> {
|
||||
return this.general;
|
||||
}
|
||||
|
||||
public getActionContext(): WarActionContext<TriggerState> {
|
||||
return {
|
||||
general: this.general,
|
||||
nation: this.nation,
|
||||
city: this.city,
|
||||
log: this.logger,
|
||||
rng: this.rng,
|
||||
unit: this,
|
||||
};
|
||||
}
|
||||
|
||||
public getActionPipeline(): WarActionPipeline<TriggerState> {
|
||||
return this.actionPipeline;
|
||||
}
|
||||
|
||||
public override getName(): string {
|
||||
return this.general.name;
|
||||
}
|
||||
|
||||
public getCityVar(key: keyof City): TriggerValue | null {
|
||||
const value = this.city[key];
|
||||
if (typeof value === 'number' || typeof value === 'string') {
|
||||
return value;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public override setOppose(oppose: WarUnit<TriggerState> | null): void {
|
||||
super.setOppose(oppose);
|
||||
increaseMetaNumber(this.general.meta, RANK_WARNUM, 1);
|
||||
|
||||
if (!oppose) {
|
||||
return;
|
||||
}
|
||||
|
||||
const baseTurnTime = this.isAttacker()
|
||||
? getMetaString(this.general.meta, META_TURN_TIME)
|
||||
: oppose instanceof WarUnitGeneral
|
||||
? getMetaString(oppose.general.meta, META_TURN_TIME)
|
||||
: getMetaString(this.general.meta, META_TURN_TIME);
|
||||
if (!baseTurnTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
const base = baseTurnTime.slice(0, Math.max(0, baseTurnTime.length - 2));
|
||||
const phase = clamp(this.getRealPhase(), 0, 99);
|
||||
const phaseText = phase.toString().padStart(2, '0');
|
||||
this.general.meta[META_RECENT_WAR] = `${base}${phaseText}`;
|
||||
}
|
||||
|
||||
public override getMaxPhase(): number {
|
||||
const base = this.getCrewType().speed;
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
const context = this.getActionContext();
|
||||
const phase = this.actionPipeline.onCalcStat(context, 'initWarPhase', base, aux);
|
||||
return phase + this.bonusPhase;
|
||||
}
|
||||
|
||||
private resolveStatValue(statName: keyof StatBlock, base: number): number {
|
||||
return this.actionPipeline.onCalcStat(this.getActionContext(), statName, base);
|
||||
}
|
||||
|
||||
private resolveMainStat(armType: number): number {
|
||||
const leadership = this.resolveStatValue('leadership', this.general.stats.leadership);
|
||||
const strength = this.resolveStatValue('strength', this.general.stats.strength);
|
||||
const intelligence = this.resolveStatValue('intelligence', this.general.stats.intelligence);
|
||||
|
||||
if (armType === this.config.armTypes.wizard) {
|
||||
return intelligence;
|
||||
}
|
||||
if (armType === this.config.armTypes.siege) {
|
||||
return leadership;
|
||||
}
|
||||
if (armType === this.config.armTypes.misc) {
|
||||
return (intelligence + leadership + strength) / 3;
|
||||
}
|
||||
return strength;
|
||||
}
|
||||
|
||||
private resolveOpposeStatValue(statName: WarStatName, value: number, aux?: Record<string, unknown>): number {
|
||||
const oppose = this.getOppose();
|
||||
if (!(oppose instanceof WarUnitGeneral)) {
|
||||
return value;
|
||||
}
|
||||
return oppose.getActionPipeline().onCalcOpposeStat(this.getActionContext(), statName, value, aux);
|
||||
}
|
||||
|
||||
public override getDex(crewType: WarCrewType): number {
|
||||
const armType =
|
||||
crewType.armType === this.config.armTypes.castle
|
||||
? (this.config.armTypes.siege ?? crewType.armType)
|
||||
: crewType.armType;
|
||||
const base = getMetaNumber(this.general.meta, `${META_DEX_PREFIX}${armType}`);
|
||||
const aux = {
|
||||
isAttacker: this.isAttacker(),
|
||||
opposeType: this.oppose?.getCrewType() ?? null,
|
||||
};
|
||||
const statName = toDexStatName(armType);
|
||||
let dex = this.actionPipeline.onCalcStat(this.getActionContext(), statName, base, aux);
|
||||
dex = this.resolveOpposeStatValue(statName, dex, aux);
|
||||
return dex;
|
||||
}
|
||||
|
||||
public override getComputedAttack(): number {
|
||||
const tech = resolveNationTech(this.nation);
|
||||
const armType = this.getCrewType().armType;
|
||||
const mainStat = this.resolveMainStat(armType);
|
||||
let ratio = mainStat * 2 - 40;
|
||||
|
||||
ratio = clampMin(ratio, 10);
|
||||
if (ratio > 100) {
|
||||
ratio = 50 + ratio / 2;
|
||||
}
|
||||
|
||||
const attack = this.getCrewType().attack + getTechAbility(tech);
|
||||
return attack * (ratio / 100);
|
||||
}
|
||||
|
||||
public override getComputedDefence(): number {
|
||||
const tech = resolveNationTech(this.nation);
|
||||
const defence = this.getCrewType().defence + getTechAbility(tech);
|
||||
const crew = this.general.crew / (7000 / 30) + 70;
|
||||
return defence * (crew / 100);
|
||||
}
|
||||
|
||||
public override getComputedTrain(): number {
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
let train = this.actionPipeline.onCalcStat(this.getActionContext(), 'bonusTrain', this.general.train, aux);
|
||||
train = this.resolveOpposeStatValue('bonusTrain', train, aux);
|
||||
train += this.trainBonus;
|
||||
return train;
|
||||
}
|
||||
|
||||
public override getComputedAtmos(): number {
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
let atmos = this.actionPipeline.onCalcStat(this.getActionContext(), 'bonusAtmos', this.general.atmos, aux);
|
||||
atmos = this.resolveOpposeStatValue('bonusAtmos', atmos, aux);
|
||||
atmos += this.atmosBonus;
|
||||
return atmos;
|
||||
}
|
||||
|
||||
public override getComputedCriticalRatio(): number {
|
||||
const armType = this.getCrewType().armType;
|
||||
if (armType === this.config.armTypes.castle) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
const mainStat = this.resolveMainStat(armType);
|
||||
const coef =
|
||||
armType === this.config.armTypes.wizard ||
|
||||
armType === this.config.armTypes.siege ||
|
||||
armType === this.config.armTypes.misc
|
||||
? 0.4
|
||||
: 0.5;
|
||||
|
||||
let ratio = clampMin(mainStat - 65, 0) * coef;
|
||||
ratio = Math.min(50, ratio) / 100;
|
||||
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
ratio = this.actionPipeline.onCalcStat(this.getActionContext(), 'warCriticalRatio', ratio, aux);
|
||||
ratio = this.resolveOpposeStatValue('warCriticalRatio', ratio, aux);
|
||||
return ratio;
|
||||
}
|
||||
|
||||
public override getComputedAvoidRatio(): number {
|
||||
const oppose = this.getOppose();
|
||||
let avoidRatio = this.getCrewType().avoid / 100;
|
||||
avoidRatio *= this.getComputedTrain() / 100;
|
||||
|
||||
const aux = { isAttacker: this.isAttacker() };
|
||||
avoidRatio = this.actionPipeline.onCalcStat(this.getActionContext(), 'warAvoidRatio', avoidRatio, aux);
|
||||
avoidRatio = this.resolveOpposeStatValue('warAvoidRatio', avoidRatio, aux);
|
||||
|
||||
if (oppose && oppose.getCrewType().armType === this.config.armTypes.footman) {
|
||||
avoidRatio *= 0.75;
|
||||
}
|
||||
|
||||
return avoidRatio;
|
||||
}
|
||||
|
||||
public override addTrain(train: number): void {
|
||||
this.general.train = clamp(this.general.train + train, 0, this.config.maxTrainByWar);
|
||||
}
|
||||
|
||||
public override addAtmos(atmos: number): void {
|
||||
this.general.atmos = clamp(this.general.atmos + atmos, 0, this.config.maxAtmosByWar);
|
||||
}
|
||||
|
||||
public override addWin(): void {
|
||||
increaseMetaNumber(this.general.meta, RANK_KILLNUM, 1);
|
||||
|
||||
if (isCityUnit(this.oppose)) {
|
||||
increaseMetaNumber(this.general.meta, RANK_OCCUPIED, 1);
|
||||
}
|
||||
|
||||
const atmosMultiplier = this.isAttacker() ? 1.1 : 1.05;
|
||||
this.general.atmos = clamp(Math.round(this.general.atmos * atmosMultiplier), 0, this.config.maxAtmosByWar);
|
||||
|
||||
this.addStatExp(1);
|
||||
}
|
||||
|
||||
public override addLose(): void {
|
||||
increaseMetaNumber(this.general.meta, RANK_DEATHNUM, 1);
|
||||
this.addStatExp(1);
|
||||
}
|
||||
|
||||
public addStatExp(value = 1): void {
|
||||
const armType = this.getCrewType().armType;
|
||||
if (armType === this.config.armTypes.wizard) {
|
||||
increaseMetaNumber(this.general.meta, META_INTEL_EXP, value);
|
||||
return;
|
||||
}
|
||||
if (armType === this.config.armTypes.siege) {
|
||||
increaseMetaNumber(this.general.meta, META_LEADERSHIP_EXP, value);
|
||||
return;
|
||||
}
|
||||
increaseMetaNumber(this.general.meta, META_STRENGTH_EXP, value);
|
||||
}
|
||||
|
||||
public addLevelExp(value: number): void {
|
||||
const adjust = this.isAttacker() ? value : value * 0.8;
|
||||
this.general.experience += adjust;
|
||||
}
|
||||
|
||||
public addDedication(value: number): void {
|
||||
this.general.dedication += value;
|
||||
}
|
||||
|
||||
public addDex(crewType: WarCrewType, exp: number): void {
|
||||
const armType = crewType.armType;
|
||||
const key = `${META_DEX_PREFIX}${armType}`;
|
||||
const base = getMetaNumber(this.general.meta, key);
|
||||
this.general.meta[key] = round(base + exp);
|
||||
}
|
||||
|
||||
public calcRiceConsumption(damage: number): number {
|
||||
let rice = damage / 100;
|
||||
if (!this.isAttacker()) {
|
||||
rice *= 0.8;
|
||||
}
|
||||
if (isCityUnit(this.oppose)) {
|
||||
rice *= 0.8;
|
||||
}
|
||||
rice *= this.getCrewType().rice;
|
||||
rice *= getTechCost(resolveNationTech(this.nation));
|
||||
rice = this.actionPipeline.onCalcStat(this.getActionContext(), 'killRice', rice);
|
||||
return rice;
|
||||
}
|
||||
|
||||
public override increaseKilled(damage: number): number {
|
||||
this.addLevelExp(damage / 50);
|
||||
|
||||
const rice = this.calcRiceConsumption(damage);
|
||||
this.general.rice = clampMin(this.general.rice - rice, 0);
|
||||
|
||||
let addDex = damage;
|
||||
if (!this.isAttacker()) {
|
||||
addDex *= 0.8;
|
||||
}
|
||||
this.addDex(this.getCrewType(), addDex);
|
||||
|
||||
this.killed += damage;
|
||||
this.killedCurr += damage;
|
||||
|
||||
if (this.oppose instanceof WarUnitGeneral) {
|
||||
this.killedPerson += damage;
|
||||
}
|
||||
return this.killed;
|
||||
}
|
||||
|
||||
public override getHP(): number {
|
||||
return this.general.crew;
|
||||
}
|
||||
|
||||
public override decreaseHP(damage: number): number {
|
||||
const maxDamage = Math.min(damage, this.general.crew);
|
||||
|
||||
this.dead += maxDamage;
|
||||
this.deadCurr += maxDamage;
|
||||
this.general.crew -= maxDamage;
|
||||
|
||||
let addDex = maxDamage;
|
||||
if (!this.isAttacker()) {
|
||||
addDex *= 0.1;
|
||||
}
|
||||
if (this.oppose) {
|
||||
this.addDex(this.oppose.getCrewType(), addDex);
|
||||
}
|
||||
|
||||
if (this.oppose instanceof WarUnitGeneral) {
|
||||
this.deadPerson += maxDamage;
|
||||
}
|
||||
|
||||
return this.general.crew;
|
||||
}
|
||||
|
||||
public override computeWarPower(): [number, number] {
|
||||
const [warPower, opposeWarPowerMultiply] = super.computeWarPower();
|
||||
const oppose = this.getOppose();
|
||||
if (!oppose) {
|
||||
return [warPower, opposeWarPowerMultiply];
|
||||
}
|
||||
|
||||
const expLevel = getMetaNumber(this.general.meta, META_EXP_LEVEL, 0);
|
||||
let nextWarPower = warPower;
|
||||
let nextOpposeMultiply = opposeWarPowerMultiply;
|
||||
|
||||
if (isCityUnit(oppose)) {
|
||||
nextWarPower *= 1 + expLevel / 600;
|
||||
} else {
|
||||
const ratio = clampMin(1 - expLevel / 300, 0.01);
|
||||
nextWarPower /= ratio;
|
||||
nextOpposeMultiply *= ratio;
|
||||
}
|
||||
|
||||
const [myMul, opposeMul] = this.actionPipeline.getWarPowerMultiplier(this.getActionContext(), this, oppose);
|
||||
nextWarPower *= myMul;
|
||||
nextOpposeMultiply *= opposeMul;
|
||||
|
||||
this.warPower = nextWarPower;
|
||||
oppose.setWarPowerMultiply(nextOpposeMultiply);
|
||||
return [nextWarPower, nextOpposeMultiply];
|
||||
}
|
||||
|
||||
public override criticalDamage(): number {
|
||||
let range: [number, number] = WAR_CRITICAL_RANGE;
|
||||
range = this.actionPipeline.onCalcStat(this.getActionContext(), 'criticalDamageRange', range);
|
||||
return this.rng.nextRange(...range);
|
||||
}
|
||||
|
||||
public override tryWound(): boolean {
|
||||
if (this.hasActivatedSkillOnLog('부상무효')) {
|
||||
return false;
|
||||
}
|
||||
if (this.hasActivatedSkillOnLog('퇴각부상무효')) {
|
||||
return false;
|
||||
}
|
||||
if (!this.rng.nextBool(0.05)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.activateSkill('부상');
|
||||
this.general.injury = clamp(this.general.injury + this.rng.nextRangeInt(10, 80), 0, 80);
|
||||
this.logger.pushGeneralActionLog('전투중 <R>부상</>당했다!', LogFormat.PLAIN);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override continueWar(): { canContinue: boolean; noRice: boolean } {
|
||||
if (this.general.crew <= 0) {
|
||||
return { canContinue: false, noRice: false };
|
||||
}
|
||||
if (this.general.rice <= this.general.crew / 100) {
|
||||
return { canContinue: false, noRice: true };
|
||||
}
|
||||
return { canContinue: true, noRice: false };
|
||||
}
|
||||
|
||||
public override finishBattle(): void {
|
||||
if (this.isFinished) {
|
||||
return;
|
||||
}
|
||||
this.clearActivatedSkill();
|
||||
this.isFinished = true;
|
||||
|
||||
increaseMetaNumber(this.general.meta, RANK_KILLCREW, this.killed);
|
||||
increaseMetaNumber(this.general.meta, RANK_DEATHCREW, this.dead);
|
||||
|
||||
if (this.killedPerson) {
|
||||
increaseMetaNumber(this.general.meta, RANK_KILLCREW_PERSON, this.killedPerson);
|
||||
}
|
||||
if (this.deadPerson) {
|
||||
increaseMetaNumber(this.general.meta, RANK_DEATHCREW_PERSON, this.deadPerson);
|
||||
}
|
||||
|
||||
this.general.rice = round(this.general.rice);
|
||||
this.general.experience = round(this.general.experience);
|
||||
this.general.dedication = round(this.general.dedication);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user