Add sabotage injury boundary parity
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@@ -136,6 +136,10 @@ export class ActionResolver<
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consumeSuccessfulStrategyItem(this.pipeline, context);
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for (const injured of result.injuredGenerals) {
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effects.push(createGeneralPatchEffect(injured.patch, injured.id));
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ctx.addLog('<M>계략</>으로 인해 <R>부상</>을 당했습니다.', {
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generalId: injured.id,
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format: LogFormat.MONTH,
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});
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}
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return { effects };
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@@ -117,6 +117,10 @@ export class ActionResolver<
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consumeSuccessfulStrategyItem(this.pipeline, context);
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for (const injured of result.injuredGenerals) {
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effects.push(createGeneralPatchEffect(injured.patch, injured.id));
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ctx.addLog('<M>계략</>으로 인해 <R>부상</>을 당했습니다.', {
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generalId: injured.id,
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format: LogFormat.MONTH,
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});
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}
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return { effects };
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@@ -212,9 +212,9 @@ export class CommandResolver<TriggerState extends GeneralTriggerState = GeneralT
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id: defender.id,
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patch: {
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injury: clamp(defender.injury + injuryAmount, 0, INJURY_MAX),
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crew: Math.floor(defender.crew * 0.98),
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atmos: Math.floor(defender.atmos * 0.98),
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train: Math.floor(defender.train * 0.98),
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crew: Math.round(defender.crew * 0.98),
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atmos: Math.round(defender.atmos * 0.98),
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train: Math.round(defender.train * 0.98),
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},
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});
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}
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@@ -386,7 +386,7 @@ export class ActionResolver<
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for (const injured of result.injuredGenerals) {
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// 타겟 장수는 Draft가 아니므로 Effect 반환
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effects.push(createGeneralPatchEffect(injured.patch, injured.id));
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context.addLog(`<M>${ACTION_KEY}</>로 인해 <R>부상</>을 당했습니다.`, {
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context.addLog('<M>계략</>으로 인해 <R>부상</>을 당했습니다.', {
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generalId: injured.id,
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format: LogFormat.MONTH,
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});
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