79 lines
3.0 KiB
Markdown
79 lines
3.0 KiB
Markdown
# Legacy Items, Traits, and Action Modules
|
|
|
|
This document summarizes the legacy action modules that supply modifiers and
|
|
triggers: items, specials, personalities, nation types, crew types, and
|
|
scenario effects. Primary references include `legacy/hwe/sammo/iAction.php`,
|
|
`legacy/hwe/sammo/BaseItem.php`, `legacy/hwe/sammo/BaseSpecial.php`,
|
|
and `legacy/hwe/sammo/Action*/` directories.
|
|
|
|
## Core Concept: `iAction`
|
|
|
|
All traits/items/effects implement `iAction` and are merged by
|
|
`General::getActionList()` (see `docs/architecture/legacy-engine-general.md`).
|
|
They can:
|
|
|
|
- Modify stats and command calculations (`onCalcStat`, `onCalcDomestic`, etc.).
|
|
- Provide triggers (`getPreTurnExecuteTriggerList`, battle init/phase triggers).
|
|
- Apply ad-hoc effects (`onArbitraryAction`).
|
|
|
|
`DefaultAction` provides no-op implementations for all hooks.
|
|
|
|
## Item System
|
|
|
|
- Base class: `BaseItem` implements `iAction` and exposes:
|
|
- `getCost()`, `isConsumable()`, `isBuyable()`, `getReqSecu()`.
|
|
- Stat items inherit `BaseStatItem` and apply a fixed stat bonus in
|
|
`onCalcStat()` based on class name tokens.
|
|
- Item instances live on the general (`General::getItem()`); items can also
|
|
insert battle triggers (see `ActionItem/`).
|
|
|
|
Items are configured via `GameConst::$allItems` and scenario overrides.
|
|
|
|
## Specials (Domestic / War)
|
|
|
|
- Base class: `BaseSpecial` (implements `iAction`).
|
|
- `ActionSpecialDomestic/*` modifies domestic outcomes
|
|
(`onCalcDomestic`), e.g., cost/success/score adjustments.
|
|
- `ActionSpecialWar/*` injects battle triggers or stat modifiers.
|
|
- Weighting and eligibility are managed by `SpecialityHelper`:
|
|
- Uses `selectWeight` + stat/arm constraints to choose specials.
|
|
- Deterministic RNG affects special selection for NPCs or resets.
|
|
|
|
## Personalities
|
|
|
|
- Stored in `ActionPersonality/*` and also implement `iAction`.
|
|
- Typically adjust core stats or apply small domestic bonuses.
|
|
|
|
## Nation Types
|
|
|
|
- `ActionNationType/*` extends `BaseNation`.
|
|
- Provide global modifiers to income and domestic outcomes.
|
|
- Injected per-nation via `buildNationTypeClass()`.
|
|
|
|
## Crew Types (Units as Actions)
|
|
|
|
- `ActionCrewType/*` defines per-crew `iAction` additions.
|
|
- Crew types can alter battle order, apply triggers, or modify war stats.
|
|
- For example, `che_성벽선제` forces city battle order to a high value.
|
|
|
|
## Scenario Effects
|
|
|
|
- `ActionScenarioEffect/*` provides scenario-wide modifiers
|
|
(e.g., attacker advantage, trigger overrides).
|
|
- Bound to `GameConst::$scenarioEffect` during scenario build.
|
|
|
|
## Interaction with Triggers
|
|
|
|
Action modules often construct trigger callers:
|
|
|
|
- Items and war specials can return `WarUnitTriggerCaller` with `BaseWarUnitTrigger`.
|
|
- Some item triggers use `raiseType` to allow coexistence with non-item versions.
|
|
|
|
See `docs/architecture/legacy-engine-triggers.md` for trigger execution rules.
|
|
|
|
## Open Questions / Follow-ups
|
|
|
|
- The precise selection rules for personalities and specials depend on
|
|
`SpecialityHelper` RNG thresholds and scenario overrides; capture those
|
|
when documenting specific rule packs.
|