버그 수정 시도2

This commit is contained in:
2020-06-02 01:06:00 +09:00
parent 267298f341
commit 373e0a2155
+1138 -1137
View File
@@ -1,1138 +1,1139 @@
<?php
namespace sammo;
use sammo\Command\GeneralCommand;
use sammo\WarUnitTrigger as WarUnitTrigger;
class General implements iAction{
use LazyVarUpdater;
protected $raw = [];
protected $rawCity = null;
protected $rankVarRead = [];
protected $rankVarIncrease = [];
protected $rankVarSet = [];
/** @var \sammo\ActionLogger */
protected $logger;
protected $activatedSkill = [];
protected $logActivatedSkill = [];
protected $isFinished = false;
/** @var iAction */
protected $nationType = null;
/** @var iAction */
protected $officerLevelObj = null;
/** @var iAction */
protected $specialDomesticObj = null;
/** @var iAction */
protected $specialWarObj = null;
/** @var iAction */
protected $personalityObj = null;
/** @var iAction[] */
protected $itemObjs = [];
protected $lastTurn = null;
protected $resultTurn = null;
const RANK_COLUMN = [
'firenum'=>1, 'warnum'=>1, 'killnum'=>1, 'deathnum'=>1, 'killcrew'=>1, 'deathcrew'=>1,
'ttw'=>1, 'ttd'=>1, 'ttl'=>1, 'ttg'=>1, 'ttp'=>1,
'tlw'=>1, 'tld'=>1, 'tll'=>1, 'tlg'=>1, 'tlp'=>1,
'tsw'=>1, 'tsd'=>1, 'tsl'=>1, 'tsg'=>1, 'tsp'=>1,
'tiw'=>1, 'tid'=>1, 'til'=>1, 'tig'=>1, 'tip'=>1,
'betwin'=>1, 'betgold'=>1, 'betwingold'=>1,
'killcrew_person'=>1, 'deathcrew_person'=>1,
'occupied'=>1,
];
const TURNTIME_FULL_MS = -1;
const TURNTIME_FULL = 0;
const TURNTIME_HMS = 1;
const TURNTIME_HM = 2;
protected $calcCache = [];
protected static $prohibitedDirectUpdateVars = [
//Reason: iAction
'leadership'=>1,
'power'=>1,
'intel'=>1,
'nation'=>2,
'officer_level'=>1,
//NOTE: officerLevelObj로 인해 국가의 '레벨'이 바뀌는 것도 조심해야 하나, 국가 레벨의 변경은 월 초/말에만 일어남.
'special'=>1,
'special2'=>1,
'personal'=>1,
'horse'=>1,
'weapon'=>1,
'book'=>1,
'item'=>1
];
/**
* @param array $raw DB row값.
* @param null|array $city DB city 테이블의 row값
* @param int|null $year 게임 연도
* @param int|null $month 게임 월
* @param bool $fullConstruct iAction, 및 ActionLogger 초기화 여부, false인 경우 no, name, city, nation, officer_level 정도로 초기화 가능
*/
public function __construct(array $raw, ?array $rawRank, ?array $city, ?array $nation, ?int $year, ?int $month, bool $fullConstruct=true){
//TODO: 밖에서 가져오도록 하면 버그 확률이 높아짐. 필요한 raw 값을 직접 구해야함.
if($nation === null){
$nation = getNationStaticInfo($raw['nation']);
}
$this->raw = $raw;
$this->rawCity = $city;
if(key_exists('last_turn', $this->raw)){
$this->lastTurn = LastTurn::fromJson($this->raw['last_turn']);
}
$this->resultTurn = new LastTurn();
if($year !== null && $month !== null){
$this->initLogger($year, $month);
}
if($rawRank){
$this->rankVarRead = $rawRank;
}
if(!$fullConstruct){
return;
}
$this->nationType = buildNationTypeClass($nation['type']);
$this->officerLevelObj = new TriggerOfficerLevel($this->raw, $nation['level']);
$this->specialDomesticObj = buildGeneralSpecialDomesticClass($raw['special']);
$this->specialWarObj = buildGeneralSpecialWarClass($raw['special2']);
$this->personalityObj = buildPersonalityClass($raw['personal']);
$this->itemObjs['horse'] = buildItemClass($raw['horse']);
$this->itemObjs['weapon'] = buildItemClass($raw['weapon']);
$this->itemObjs['book'] = buildItemClass($raw['book']);
$this->itemObjs['item'] = buildItemClass($raw['item']);
}
function initLogger(int $year, int $month){
$this->logger = new ActionLogger(
$this->getVar('no'),
$this->getVar('nation'),
$year,
$month,
false
);
}
function getTurnTime(int $short=self::TURNTIME_FULL_MS){
return [
self::TURNTIME_FULL_MS=>function($turntime){return $turntime;},
self::TURNTIME_FULL=>function($turntime){return substr($turntime, 0, 19);},
self::TURNTIME_HMS=>function($turntime){return substr($turntime, 11, 8);},
self::TURNTIME_HM=>function($turntime){return substr($turntime, 11, 5);},
][$short]($this->getVar('turntime'));
}
function setItem(string $itemKey='item', ?string $itemCode){
if($itemCode === null){
$this->deleteItem($itemKey);
}
$this->setVar($itemKey, $itemCode);
$this->itemObjs[$itemKey] = buildItemClass($itemCode);
}
function deleteItem(string $itemKey='item'){
$this->setVar($itemKey, 'None');
$this->itemObjs[$itemKey] = new ActionItem\None();
}
function getItem(string $itemKey='item'):BaseItem{
return $this->itemObjs[$itemKey];
}
function getNPCType():int{
return $this->raw['npc'];
}
/** @return BaseItem[] */
function getItems():array{
return $this->itemObjs;
}
function getPersonality():iAction{
return $this->personalityObj;
}
function getSpecialDomestic():iAction{
return $this->specialDomesticObj;
}
function getSpecialWar():iAction{
return $this->specialWarObj;
}
function getLastTurn():LastTurn{
return $this->lastTurn;
}
function _setResultTurn(LastTurn $resultTurn){
$this->resultTurn = $resultTurn;
}
function getResultTurn():LastTurn{
return $this->resultTurn;
}
function clearActivatedSkill(){
foreach ($this->activatedSkill as $skillName=>$state) {
if (!$state) {
continue;
}
if (!key_exists($skillName, $this->logActivatedSkill)) {
$this->logActivatedSkill[$skillName] = 1;
} else {
$this->logActivatedSkill[$skillName] += 1;
}
}
$this->activatedSkill = [];
}
function getActivatedSkillLog():array{
return $this->logActivatedSkill;
}
function hasActivatedSkill(string $skillName):bool{
return $this->activatedSkill[$skillName] ?? false;
}
function activateSkill(... $skillNames){
foreach($skillNames as $skillName){
$this->activatedSkill[$skillName] = true;
}
}
function deactivateSkill(... $skillNames){
foreach($skillNames as $skillName){
$this->activatedSkill[$skillName] = false;
}
}
function getName():string{
return $this->raw['name'];
}
function getInfo():string{
//iAction용 info로는 적절하지 않음
return '';
}
function getID():int{
return $this->raw['no'];
}
function getRawCity():?array{
return $this->rawCity;
}
function setRawCity(?array $city){
$this->rawCity = $city;
}
function getCityID():int{
return $this->raw['city'];
}
function getNationID():int{
return $this->raw['nation'];
}
function getStaticNation():array{
return getNationStaticInfo($this->raw['nation']);
}
function getLogger():?ActionLogger{
return $this->logger;
}
public function getNationTypeObj():iAction{
return $this->nationType;
}
public function getOfficerLevelObj():iAction{
return $this->officerLevelObj;
}
function getCrewTypeObj():GameUnitDetail{
$crewType = GameUnitConst::byID($this->getVar('crewtype'));
if($crewType === null){
throw new \InvalidArgumentException('Invalid CrewType:'.$this->getVar('crewtype'));
}
return $crewType;
}
function calcRecentWarTurn(int $turnTerm):int{
$cacheKey = "recent_war_turn_{$turnTerm}";
if(key_exists($cacheKey, $this->calcCache)){
return $this->calcCache[$cacheKey];
}
if(!$this->getVar('recent_war')){
$result = 12*1000;
$this->calcCache[$cacheKey] = $result;
return $result;
}
$recwar = new \DateTimeImmutable($this->getVar('recent_war'));
$turnNow = new \DateTimeImmutable($this->getVar('turntime'));
$secDiff = TimeUtil::DateIntervalToSeconds($recwar->diff($turnNow));
if($secDiff <= 0){
$this->calcCache[$cacheKey] = 0;
return 0;
}
$result = intdiv(Util::toInt($secDiff), 60 * $turnTerm);
$this->calcCache[$cacheKey] = $result;
return $result;
}
function getReservedTurn(int $turnIdx, array $env):GeneralCommand{
$db = DB::db();
$rawCmd = $db->queryFirstRow('SELECT * FROM general_turn WHERE general_id = %i AND turn_idx = %i', $this->getID(), $turnIdx);
if(!$rawCmd){
return buildGeneralCommandClass(null, $this, $env);
}
return buildGeneralCommandClass($rawCmd['action'], $this, $env, Json::decode($rawCmd['arg']??null));
}
/**
* @param General[] $generalList
* @param int $turnIdxFrom [$turnIdxFrom, $turnIdxTo)
* @param int $turnIdxTo [$turnIdxFrom, $turnIdxTo)
* @param array $env
* @return GeneralCommand[]
*/
public function getReservedTurnList(int $turnIdxFrom, int $turnIdxTo, array $env){
if($turnIdxFrom < 0 || $turnIdxFrom >= GameConst::$maxTurn){
throw new \OutOfRangeException('$turnIdxFrom 범위 초과'.$turnIdxFrom);
}
if($turnIdxTo <= $turnIdxFrom || GameConst::$maxTurn < $turnIdxTo){
throw new \OutOfRangeException('$turnIdxTo 범위 초과'.$turnIdxTo);
}
$db = DB::db();
$generalID = $this->getID();
$result = [];
$rawCmds = $db->queryFirstRow('SELECT * FROM general_turn WHERE general_id = %i AND %i <= turn_idx AND turn_idx < %i ORDER BY turn_idx ASC', $generalID, $turnIdxFrom, $turnIdxTo);
if(!$rawCmds){
foreach(Util::range($turnIdxFrom, $turnIdxTo) as $turnIdx){
$result[$turnIdx] = buildGeneralCommandClass(null, $this, $env);
}
return $result;
}
foreach($rawCmds as $turnIdx=>$rawCmd){
$result[$turnIdx] = buildGeneralCommandClass($rawCmd['action'], $this, $env, Json::decode($rawCmd['arg']??null));
}
return $result;
}
/**
* 장수의 스탯을 계산해옴
*
* @param string $statName 스탯값, leadership, strength, intel 가능
* @param bool $withInjury 부상값 사용 여부
* @param bool $withIActionObj 아이템, 특성, 성격 등 보정치 적용 여부
* @param bool $withStatAdjust 능력치간 보정 사용 여부
* @param bool $useFloor 내림 사용 여부, false시 float 값을 반환할 수도 있음
*
* @return int|float 계산된 능력치
*/
protected function getStatValue(string $statName, $withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
$cKey = "{$statName}_{$withInjury}_{$withIActionObj}_{$withStatAdjust}";
if(key_exists($cKey, $this->calcCache)){
$statValue = $this->calcCache[$cKey];
if($useFloor){
return Util::toInt($statValue);
}
return $statValue;
}
$statValue = $this->getVar($statName);
if($withInjury){
$statValue *= (100 - $this->getVar('injury')) / 100;
}
if($withStatAdjust){
if($statName === 'strength'){
$statValue += Util::round($this->getStatValue('intel', $withInjury, $withIActionObj, false, false) / 4);
}
else if($statName === 'intel'){
$statValue += Util::round($this->getStatValue('strength', $withInjury, $withIActionObj, false, false) / 4);
}
}
if($withIActionObj){
foreach([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj
] as $actionObj){
if($actionObj !== null){
$statValue = $actionObj->onCalcStat($this, $statName, $statValue);
}
}
foreach($this->itemObjs as $actionObj){
if($actionObj !== null){
$statValue = $actionObj->onCalcStat($this, $statName, $statValue);
}
}
}
$this->calcCache[$cKey] = $statValue;
if($useFloor){
return Util::toInt($statValue);
}
return $statValue;
}
function getLeadership($withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
return $this->getStatValue('leadership', $withInjury, $withIActionObj, $withStatAdjust, $useFloor);
}
function getStrength($withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
return $this->getStatValue('strength', $withInjury, $withIActionObj, $withStatAdjust, $useFloor);
}
function getIntel($withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
return $this->getStatValue('intel', $withInjury, $withIActionObj, $withStatAdjust, $useFloor);
}
function getDex(GameUnitDetail $crewType){
$armType = $crewType->armType;
if($armType == GameUnitConst::T_CASTLE){
$armType = GameUnitConst::T_SIEGE;
}
return $this->getVar("dex{$armType}");
}
function addDex(GameUnitDetail $crewType, float $exp, bool $affectTrainAtmos=false){
$armType = $crewType->armType;
if($armType == GameUnitConst::T_CASTLE){
$armType = GameUnitConst::T_SIEGE;
}
if($armType < 0){
return;
}
if($armType == GameUnitConst::T_WIZARD) {
$exp *= 0.9;
}
else if($armType == GameUnitConst::T_SIEGE) {
$exp *= 0.9;
}
if($affectTrainAtmos){
$exp *= ($this->getVar('train') + $this->getVar('atmos')) / 200;
}
$dexType = "dex{$armType}";
$this->increaseVar($dexType, $exp);
}
function addExperience(float $experience, bool $affectTrigger=true){
if($affectTrigger){
$experience = $this->onCalcStat($this, 'experience', $experience);
}
$this->increaseVar('experience', $experience);
$nextExpLevel = getExpLevel($this->getVar('experience'));
$comp = $nextExpLevel <=> $this->getVar('explevel');
if($comp === 0){
return;
}
$this->updateVar('explevel', $nextExpLevel);
$josaRo = JosaUtil::pick($nextExpLevel, '로');
if($comp > 0){
$this->getLogger()->pushGeneralActionLog("<C>Lv {$nextExpLevel}</>{$josaRo} <C>레벨업</>!", ActionLogger::PLAIN);
}
else{
$this->getLogger()->pushGeneralActionLog("<C>Lv {$nextExpLevel}</>{$josaRo} <R>레벨다운</>!", ActionLogger::PLAIN);
}
}
function addDedication(float $dedication, bool $affectTrigger=true){
if($affectTrigger){
$dedication = $this->onCalcStat($this, 'dedication', $dedication);
}
$this->increaseVar('dedication', $dedication);
$nextDedLevel = getDedLevel($this->getVar('dedication'));
$comp = $nextDedLevel <=> $this->getVar('dedlevel');
if($comp === 0){
return;
}
$this->updateVar('dedlevel', $nextDedLevel);
$dedLevelText = getDedLevelText($nextDedLevel);
$billText = number_format(getBillByLevel($nextDedLevel));
$josaRoDed = JosaUtil::pick($dedLevelText, '로');
$josaRoBill = JosaUtil::pick($billText, '로');
if($comp > 0){
$this->getLogger()->pushGeneralActionLog("<Y>{$dedLevelText}</>{$josaRoDed} <C>승급</>하여 봉록이 <C>{$billText}</>{$josaRoBill} <C>상승</>했습니다!", ActionLogger::PLAIN);
}
else{
$this->getLogger()->pushGeneralActionLog("<Y>{$dedLevelText}</>{$josaRoDed} <R>강등</>되어 봉록이 <C>{$billText}</>{$josaRoBill} <R>하락</>했습니다!", ActionLogger::PLAIN);
}
}
function updateVar(string $key, $value){
if(($this->raw[$key]??null) === $value){
return;
}
if(!key_exists($key, $this->updatedVar)){
$this->updatedVar[$key] = true;
}
$this->raw[$key] = $value;
$this->calcCache = [];
}
/**
* @param \MeekroDB $db
*/
function kill($db, bool $sendDyingMessage=true, ?string $dyingMessage=null){
$generalID = $this->getID();
$logger = $this->getLogger();
$generalName = $this->getName();
// 군주였으면 유지 이음
$officerLevel = $this->getVar('officer_level');
if($officerLevel == 12) {
nextRuler($this);
$this->setVar('officer_level', 1);
}
// 부대 처리
$troopLeaderID = $this->getVar('troop');
if($troopLeaderID == $generalID){
//부대장일 경우
// 모두 탈퇴
$db->update('general', [
'troop'=>0
], 'troop=%i', $troopLeaderID);
// 부대 삭제
$db->delete('troop', 'troop_leader=%i', $troopLeaderID);
}
if($sendDyingMessage){
if($dyingMessage){
$logger->pushGlobalActionLog($dyingMessage);
}
else{
$dyingMessageObj = new TextDecoration\DyingMessage($this);
$logger->pushGlobalActionLog($dyingMessageObj->getText());
}
$logger->flush();
}
$db->delete('general', 'no=%i', $generalID);
$db->delete('general_turn', 'general_id=%i', $generalID);
$db->delete('rank_data', 'general_id=%i', $generalID);
$db->delete('betting', 'general_id=%i', $generalID);
$this->updatedVar = [];
$db->update('nation', [
'gennum'=>$db->sqleval('gennum - 1')
], 'nation=%i', $this->getVar('nation'));
}
function rebirth(){
$logger = $this->getLogger();
$generalName = $this->getName();
$this->multiplyVarWithLimit('leadership', 0.85, 10);
$this->multiplyVarWithLimit('strength', 0.85, 10);
$this->multiplyVarWithLimit('intel', 0.85, 10);
$this->setVar('injury', 0);
$this->multiplyVar('experience', 0.5);
$this->multiplyVar('dedication', 0.5);
$this->setVar('age', 20);
$this->setVar('specage', 0);
$this->setVar('specage2', 0);
$this->multiplyVar('dex1', 0.5);
$this->multiplyVar('dex2', 0.5);
$this->multiplyVar('dex3', 0.5);
$this->multiplyVar('dex4', 0.5);
$this->multiplyVar('dex5', 0.5);
foreach(array_keys(static::RANK_COLUMN) as $rankKey){
$this->setRankVar($rankKey, 0);
}
$josaYi = JosaUtil::pick($generalName, '이');
$logger->pushGlobalActionLog("<Y>{$generalName}</>{$josaYi} <R>은퇴</>하고 그 자손이 유지를 이어받았습니다.");
$logger->pushGeneralActionLog('나이가 들어 <R>은퇴</>하고 자손에게 자리를 물려줍니다.', ActionLogger::PLAIN);
$logger->pushGeneralHistoryLog('나이가 들어 은퇴하고, 자손에게 관직을 물려줌');
}
function increaseRankVar(string $key, int $value){
if(!key_exists($key, static::RANK_COLUMN)){
throw new \InvalidArgumentException('올바르지 않은 인자 :'.$key);
}
if(key_exists($key, $this->rankVarSet)){
$this->rankVarSet[$key] += $value;
return;
}
if(key_exists($key, $this->rankVarRead)){
$this->rankVarSet[$key] = $this->rankVarRead[$key] + $value;
unset($this->rankVarRead[$key]);
return;
}
if(key_exists($key, $this->rankVarIncrease)){
$this->rankVarIncrease[$key] += $value;
return;
}
$this->rankVarIncrease[$key] = $value;
}
function setRankVar(string $key, int $value){
if(!key_exists($key, static::RANK_COLUMN)){
throw new \InvalidArgumentException('올바르지 않은 인자 :'.$key);
}
if(key_exists($key, $this->rankVarRead)){
unset($this->rankVarRead[$key]);
}
else if(key_exists($key, $this->rankVarIncrease)){
unset($this->rankVarIncrease[$key]);
}
$this->rankVarSet[$key]=$value;
}
function getRankVar(string $key):int{
if(!key_exists($key, static::RANK_COLUMN)){
throw new \InvalidArgumentException('올바르지 않은 인자 :'.$key);
}
if(key_exists($key, $this->rankVarSet)){
return $this->rankVarSet[$key];
}
if(!key_exists($key, $this->rankVarRead)){
throw new \RuntimeException('인자가 없음 : '.$key);
}
return $this->rankVarRead[$key];
}
/**
* @param \MeekroDB $db
*/
function applyDB($db):bool{
if($this->lastTurn && $this->getLastTurn() != $this->getResultTurn()){
$this->setVar('last_turn', $this->getResultTurn()->toJson());
}
$updateVals = $this->getUpdatedValues();
$generalID = $this->getID();
$result = false;
if($updateVals){
$db->update('general', $updateVals, 'no=%i', $generalID);
$result |= $db->affectedRows() > 0;
if(key_exists('nation', $updateVals)){
$db->update('rank_data', [
'nation_id'=>$updateVals['nation']
], 'general_id = %i', $generalID);
$result = true;
}
$this->flushUpdateValues();
}
if($this->rankVarIncrease){
foreach($this->rankVarIncrease as $rankKey => $rankVal){
$db->update('rank_data', [
'value'=>$db->sqleval('value + %i', $rankVal)
], 'general_id = %i AND type = %s', $generalID, $rankKey);
}
$result = true;
}
if($this->rankVarSet){
foreach($this->rankVarSet as $rankKey => $rankVal){
$db->update('rank_data', [
'value'=>$rankVal
], 'general_id = %i AND type = %s', $generalID, $rankKey);
$this->rankVarRead[$rankKey] = $rankVal;
}
$result = true;
}
$this->rankVarIncrease = [];
$this->rankVarSet = [];
$this->getLogger()->flush();
return $result;
}
function checkStatChange():bool{
$logger = $this->getLogger();
$limit = GameConst::$upgradeLimit;
$table = [
['통솔', 'leadership'],
['무력', 'strength'],
['력', 'intel'],
];
$result = false;
foreach($table as [$statNickName, $statName]){
$statExpName = $statName.'_exp';
if($this->getVar($statExpName) < 0){
$logger->pushGeneralActionLog("<R>{$statNickName}</>이 <C>1</> 떨어졌습니다!", ActionLogger::PLAIN);
$this->increaseVar($statExpName, $limit);
$this->increaseVar($statName, -1);
$result = true;
}
else if($this->getVar($statExpName) >= $limit){
$logger->pushGeneralActionLog("<S>{$statNickName}</>이 <C>1</> 올랐습니다!", ActionLogger::PLAIN);
$this->increaseVar($statExpName, -$limit);
$this->increaseVar($statName, 1);
$result = true;
}
}
return $result;
}
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
$caller = new GeneralTriggerCaller();
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$caller->merge($iObj->getPreTurnExecuteTriggerList($general));
}
return $caller;
}
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$value = $iObj->onCalcDomestic($turnType, $varType, $value, $aux);
}
return $value;
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
//xxx: $general?
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$value = $iObj->onCalcStat($this, $statName, $value, $aux);
}
return $value;
}
public function onCalcStrategic(string $turnType, string $varType, $value){
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$value = $iObj->onCalcStrategic($turnType, $varType, $value);
}
return $value;
}
public function onCalcNationalIncome(string $type, $amount){
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$amount = $iObj->onCalcNationalIncome($type, $amount);
}
return $amount;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
//xxx:$unit
$att = 1;
$def = 1;
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
[$attV, $defV] = $iObj->getWarPowerMultiplier($unit);
$att *= $attV;
$def *= $defV;
}
return [$att, $def];
}
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
$caller = new WarUnitTriggerCaller();
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$caller->merge($iObj->getBattleInitSkillTriggerList($unit));
}
return $caller;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
$caller = new WarUnitTriggerCaller(
new WarUnitTrigger\che_필살시도($unit),
new WarUnitTrigger\che_필살발동($unit),
new WarUnitTrigger\che_회피시도($unit),
new WarUnitTrigger\che_회피발동($unit),
new WarUnitTrigger\che_계략시도($unit),
new WarUnitTrigger\che_계략발동($unit),
new WarUnitTrigger\che_계략실패($unit)
);
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$caller->merge($iObj->getBattlePhaseSkillTriggerList($unit));
}
return $caller;
}
static public function mergeQueryColumn(?array $reqColumns=null, int $constructMode=2):array{
$minimumColumn = ['no', 'name', 'city', 'nation', 'officer_level', 'officer_city'];
$defaultEventColumn = [
'no', 'name', 'city', 'nation', 'officer_level', 'officer_city',
'special', 'special2', 'personal',
'horse', 'weapon', 'book', 'item', 'last_turn'
];
$fullColumn = [
'no', 'name', 'owner_name', 'picture', 'imgsvr', 'nation', 'city', 'troop', 'injury', 'affinity',
'leadership', 'leadership_exp', 'strength', 'strength_exp', 'intel', 'intel_exp', 'weapon', 'book', 'horse', 'item',
'experience', 'dedication', 'officer_level', 'officer_city', 'gold', 'rice', 'crew', 'crewtype', 'train', 'atmos', 'turntime',
'makelimit', 'killturn', 'block', 'dedlevel', 'explevel', 'age', 'startage', 'belong',
'personal', 'special', 'special2', 'defence_train', 'tnmt', 'npc', 'npc_org', 'deadyear', 'npcmsg',
'dex1', 'dex2', 'dex3', 'dex4', 'dex5', 'betray',
'recent_war', 'last_turn', 'myset',
'specage', 'specage2', 'con', 'connect', 'owner', 'aux', 'lastrefresh',
];
if($reqColumns === null){
return [$fullColumn, array_keys(static::RANK_COLUMN)];
}
$rankColumn = [];
$subColumn = [];
foreach($reqColumns as $column){
if(key_exists($column, static::RANK_COLUMN)){
$rankColumn[] = $column;
}
else{
$subColumn[] = $column;
}
}
if($constructMode > 1){
return [array_unique(array_merge($defaultEventColumn, $subColumn)), $rankColumn];
}
return [array_unique(array_merge($minimumColumn, $subColumn)), $rankColumn];
}
/**
* @param ?int[] $generalIDList
* @param null|string[] $column
* @param int $constructMode
* @return \sammo\General[]
* @throws MustNotBeReachedException
*/
static public function createGeneralObjListFromDB(?array $generalIDList, ?array $column=null, int $constructMode=2):array{
if($generalIDList === []){
return [];
}
$db = DB::db();
if($constructMode > 0){
$gameStor = KVStorage::getStorage($db, 'game_env');
[$year, $month] = $gameStor->getValuesAsArray(['year', 'month']);
}
else{
$year = null;
$month = null;
}
[$column, $rankColumn] = static::mergeQueryColumn($column, $constructMode);
if($generalIDList === null){
$rawGenerals = Util::convertArrayToDict(
$db->query('SELECT %l FROM general WHERE 1', Util::formatListOfBackticks($column)),
'no'
);
$generalIDList = array_keys($rawGenerals);
}
else{
$rawGenerals = Util::convertArrayToDict(
$db->query('SELECT %l FROM general WHERE no IN %li', Util::formatListOfBackticks($column), $generalIDList),
'no'
);
}
$rawRanks = [];
if($rankColumn){
$rawValue = $db->queryAllLists(
'SELECT `general_id`, `type`, `value` FROM rank_data WHERE general_id IN %li AND `type` IN %ls',
$generalIDList,
$rankColumn
);
foreach($rawValue as [$generalID, $rankType, $rankValue]){
if(!key_exists($generalID, $rawRanks)){
$rawRanks[$generalID] = [];
}
$rawRanks[$generalID][$rankType] = $rankValue;
}
}
$result = [];
foreach($generalIDList as $generalID){
if(!key_exists($generalID, $rawGenerals)){
$result[$generalID] = new DummyGeneral($constructMode > 0);
continue;
}
if(key_exists($generalID, $rawRanks) && count($rawRanks[$generalID]??[]) !== count($rankColumn)){
throw new \RuntimeException('column의 수가 일치하지 않음 : '.$generalID);
}
$result[$generalID] = new static($rawGenerals[$generalID], $rawRanks[$generalID]??null, null, null, $year, $month, $constructMode > 1);
}
return $result;
}
static public function createGeneralObjFromDB(int $generalID, ?array $column=null, int $constructMode=2):self{
$db = DB::db();
if($constructMode > 0){
$gameStor = KVStorage::getStorage($db, 'game_env');
[$year, $month] = $gameStor->getValuesAsArray(['year', 'month']);
}
else{
$year = null;
$month = null;
}
[$column, $rankColumn] = static::mergeQueryColumn($column, $constructMode);
$rawGeneral = $db->queryFirstRow('SELECT %l FROM general WHERE no = %i', Util::formatListOfBackticks($column), $generalID);
if(!$rawGeneral){
return new DummyGeneral($constructMode > 0);
}
$rawRankValues = [];
if($rankColumn){
$rawValue = $db->queryAllLists('SELECT `type`, `value` FROM rank_data WHERE general_id = %i AND `type` IN %ls', $generalID, $rankColumn);
foreach($rawValue as [$rankType, $rankValue]){
$rawRankValues[$rankType] = $rankValue;
}
}
$general = new static($rawGeneral, $rawRankValues, null, null, $year, $month, $constructMode > 1);
return $general;
}
/**
* @param General[] $generalList
* @param int $turnIdx
* @param array $env
* @return GeneralCommand[]
*/
static public function getReservedTurnByGeneralList(array $generalList, int $turnIdx, array $env){
if(!$generalList){
return [];
}
$generalIDList = array_map(function(General $general){
return $general->getID();
}, $generalList);
$db = DB::db();
$result = [];
$rawCmds = Util::convertArrayToDict($db->query('SELECT * FROM general_turn WHERE general_id IN %li AND turn_idx = %i', $generalIDList, $turnIdx), 'general_id');
foreach($generalList as $general){
$generalID = $general->getID();
if(!key_exists($generalID, $rawCmds)){
$result[$generalID] = buildGeneralCommandClass(null, $general, $env);
continue;
}
$rawCmd = $rawCmds[$generalID];
$result[$generalID] = buildGeneralCommandClass($rawCmd['action'], $general, $env, Json::decode($rawCmd['arg']));
}
return $result;
}
/**
* @param General[] $generalList
* @param int $turnIdxFrom [$turnIdxFrom, $turnIdxTo)
* @param int $turnIdxTo [$turnIdxFrom, $turnIdxTo)
* @param array $env
* @return GeneralCommand[][]
*/
static public function getReservedTurnListByGeneralList(array $generalList, int $turnIdxFrom, int $turnIdxTo, array $env){
//XXX: static인데 return값이 General이 아니라고?? GeneralCommandHelper같은게 있어야하지 않을까?
if(!$generalList){
return [];
}
if($turnIdxFrom < 0 || $turnIdxFrom >= GameConst::$maxTurn){
throw new \OutOfRangeException('$turnIdxFrom 범위 초과'.$turnIdxFrom);
}
if($turnIdxTo <= $turnIdxFrom || GameConst::$maxTurn < $turnIdxTo){
throw new \OutOfRangeException('$turnIdxTo 범위 초과'.$turnIdxTo);
}
$generalIDList = array_map(function(General $general){
return $general->getID();
}, $generalList);
$db = DB::db();
$rawCmds = $db->queryFirstRow('SELECT * FROM general_turn WHERE general_id IN %i AND %i <= turn_idx AND turn_idx < %i ORDER BY general_id ASC, turn_idx ASC', $generalIDList, $turnIdxFrom, $turnIdxTo);
$orderedRawCmds = [];
foreach($rawCmds as $rawCmd){
$generalID = $rawCmd['general_id'];
$turnIdx = $rawCmd['turn_idx'];
if(!key_exists($generalID, $orderedRawCmds)){
$orderedRawCmds[$generalID] = [];
}
$orderedRawCmds[$generalID][$turnIdx] = $rawCmd;
}
$result = [];
foreach($generalList as $general){
$generalID = $general->getID();
$result[$generalID] = [];
if(!key_exists($generalID, $orderedRawCmds)){
foreach(Util::range($turnIdxFrom, $turnIdxTo) as $turnIdx){
$result[$generalID][$turnIdx] = buildGeneralCommandClass(null, $general, $env);
}
continue;
}
foreach($orderedRawCmds[$generalID] as $turnIdx=>$rawCmd){
$result[$generalID][$turnIdx] = buildGeneralCommandClass($rawCmd['action'], $general, $env, Json::decode($rawCmd['arg']));
}
}
return $result;
}
<?php
namespace sammo;
use sammo\Command\GeneralCommand;
use sammo\WarUnitTrigger as WarUnitTrigger;
class General implements iAction{
use LazyVarUpdater;
protected $raw = [];
protected $rawCity = null;
protected $rankVarRead = [];
protected $rankVarIncrease = [];
protected $rankVarSet = [];
/** @var \sammo\ActionLogger */
protected $logger;
protected $activatedSkill = [];
protected $logActivatedSkill = [];
protected $isFinished = false;
/** @var iAction */
protected $nationType = null;
/** @var iAction */
protected $officerLevelObj = null;
/** @var iAction */
protected $specialDomesticObj = null;
/** @var iAction */
protected $specialWarObj = null;
/** @var iAction */
protected $personalityObj = null;
/** @var iAction[] */
protected $itemObjs = [];
protected $lastTurn = null;
protected $resultTurn = null;
const RANK_COLUMN = [
'firenum'=>1, 'warnum'=>1, 'killnum'=>1, 'deathnum'=>1, 'killcrew'=>1, 'deathcrew'=>1,
'ttw'=>1, 'ttd'=>1, 'ttl'=>1, 'ttg'=>1, 'ttp'=>1,
'tlw'=>1, 'tld'=>1, 'tll'=>1, 'tlg'=>1, 'tlp'=>1,
'tsw'=>1, 'tsd'=>1, 'tsl'=>1, 'tsg'=>1, 'tsp'=>1,
'tiw'=>1, 'tid'=>1, 'til'=>1, 'tig'=>1, 'tip'=>1,
'betwin'=>1, 'betgold'=>1, 'betwingold'=>1,
'killcrew_person'=>1, 'deathcrew_person'=>1,
'occupied'=>1,
];
const TURNTIME_FULL_MS = -1;
const TURNTIME_FULL = 0;
const TURNTIME_HMS = 1;
const TURNTIME_HM = 2;
protected $calcCache = [];
protected static $prohibitedDirectUpdateVars = [
//Reason: iAction
'leadership'=>1,
'power'=>1,
'intel'=>1,
'nation'=>2,
'officer_level'=>1,
//NOTE: officerLevelObj로 인해 국가의 '레벨'이 바뀌는 것도 조심해야 하나, 국가 레벨의 변경은 월 초/말에만 일어남.
'special'=>1,
'special2'=>1,
'personal'=>1,
'horse'=>1,
'weapon'=>1,
'book'=>1,
'item'=>1
];
/**
* @param array $raw DB row값.
* @param null|array $city DB city 테이블의 row값
* @param int|null $year 게임 연도
* @param int|null $month 게임 월
* @param bool $fullConstruct iAction, 및 ActionLogger 초기화 여부, false인 경우 no, name, city, nation, officer_level 정도로 초기화 가능
*/
public function __construct(array $raw, ?array $rawRank, ?array $city, ?array $nation, ?int $year, ?int $month, bool $fullConstruct=true){
//TODO: 밖에서 가져오도록 하면 버그 확률이 높아짐. 필요한 raw 값을 직접 구해야함.
if($nation === null){
$nation = getNationStaticInfo($raw['nation']);
}
$this->raw = $raw;
$this->rawCity = $city;
$this->resultTurn = new LastTurn();
if(key_exists('last_turn', $this->raw)){
$this->lastTurn = LastTurn::fromJson($this->raw['last_turn']);
$this->resultTurn = $this->lastTurn->duplicate();
}
if($year !== null && $month !== null){
$this->initLogger($year, $month);
}
if($rawRank){
$this->rankVarRead = $rawRank;
}
if(!$fullConstruct){
return;
}
$this->nationType = buildNationTypeClass($nation['type']);
$this->officerLevelObj = new TriggerOfficerLevel($this->raw, $nation['level']);
$this->specialDomesticObj = buildGeneralSpecialDomesticClass($raw['special']);
$this->specialWarObj = buildGeneralSpecialWarClass($raw['special2']);
$this->personalityObj = buildPersonalityClass($raw['personal']);
$this->itemObjs['horse'] = buildItemClass($raw['horse']);
$this->itemObjs['weapon'] = buildItemClass($raw['weapon']);
$this->itemObjs['book'] = buildItemClass($raw['book']);
$this->itemObjs['item'] = buildItemClass($raw['item']);
}
function initLogger(int $year, int $month){
$this->logger = new ActionLogger(
$this->getVar('no'),
$this->getVar('nation'),
$year,
$month,
false
);
}
function getTurnTime(int $short=self::TURNTIME_FULL_MS){
return [
self::TURNTIME_FULL_MS=>function($turntime){return $turntime;},
self::TURNTIME_FULL=>function($turntime){return substr($turntime, 0, 19);},
self::TURNTIME_HMS=>function($turntime){return substr($turntime, 11, 8);},
self::TURNTIME_HM=>function($turntime){return substr($turntime, 11, 5);},
][$short]($this->getVar('turntime'));
}
function setItem(string $itemKey='item', ?string $itemCode){
if($itemCode === null){
$this->deleteItem($itemKey);
}
$this->setVar($itemKey, $itemCode);
$this->itemObjs[$itemKey] = buildItemClass($itemCode);
}
function deleteItem(string $itemKey='item'){
$this->setVar($itemKey, 'None');
$this->itemObjs[$itemKey] = new ActionItem\None();
}
function getItem(string $itemKey='item'):BaseItem{
return $this->itemObjs[$itemKey];
}
function getNPCType():int{
return $this->raw['npc'];
}
/** @return BaseItem[] */
function getItems():array{
return $this->itemObjs;
}
function getPersonality():iAction{
return $this->personalityObj;
}
function getSpecialDomestic():iAction{
return $this->specialDomesticObj;
}
function getSpecialWar():iAction{
return $this->specialWarObj;
}
function getLastTurn():LastTurn{
return $this->lastTurn;
}
function _setResultTurn(LastTurn $resultTurn){
$this->resultTurn = $resultTurn;
}
function getResultTurn():LastTurn{
return $this->resultTurn;
}
function clearActivatedSkill(){
foreach ($this->activatedSkill as $skillName=>$state) {
if (!$state) {
continue;
}
if (!key_exists($skillName, $this->logActivatedSkill)) {
$this->logActivatedSkill[$skillName] = 1;
} else {
$this->logActivatedSkill[$skillName] += 1;
}
}
$this->activatedSkill = [];
}
function getActivatedSkillLog():array{
return $this->logActivatedSkill;
}
function hasActivatedSkill(string $skillName):bool{
return $this->activatedSkill[$skillName] ?? false;
}
function activateSkill(... $skillNames){
foreach($skillNames as $skillName){
$this->activatedSkill[$skillName] = true;
}
}
function deactivateSkill(... $skillNames){
foreach($skillNames as $skillName){
$this->activatedSkill[$skillName] = false;
}
}
function getName():string{
return $this->raw['name'];
}
function getInfo():string{
//iAction용 info로는 적절하지 않음
return '';
}
function getID():int{
return $this->raw['no'];
}
function getRawCity():?array{
return $this->rawCity;
}
function setRawCity(?array $city){
$this->rawCity = $city;
}
function getCityID():int{
return $this->raw['city'];
}
function getNationID():int{
return $this->raw['nation'];
}
function getStaticNation():array{
return getNationStaticInfo($this->raw['nation']);
}
function getLogger():?ActionLogger{
return $this->logger;
}
public function getNationTypeObj():iAction{
return $this->nationType;
}
public function getOfficerLevelObj():iAction{
return $this->officerLevelObj;
}
function getCrewTypeObj():GameUnitDetail{
$crewType = GameUnitConst::byID($this->getVar('crewtype'));
if($crewType === null){
throw new \InvalidArgumentException('Invalid CrewType:'.$this->getVar('crewtype'));
}
return $crewType;
}
function calcRecentWarTurn(int $turnTerm):int{
$cacheKey = "recent_war_turn_{$turnTerm}";
if(key_exists($cacheKey, $this->calcCache)){
return $this->calcCache[$cacheKey];
}
if(!$this->getVar('recent_war')){
$result = 12*1000;
$this->calcCache[$cacheKey] = $result;
return $result;
}
$recwar = new \DateTimeImmutable($this->getVar('recent_war'));
$turnNow = new \DateTimeImmutable($this->getVar('turntime'));
$secDiff = TimeUtil::DateIntervalToSeconds($recwar->diff($turnNow));
if($secDiff <= 0){
$this->calcCache[$cacheKey] = 0;
return 0;
}
$result = intdiv(Util::toInt($secDiff), 60 * $turnTerm);
$this->calcCache[$cacheKey] = $result;
return $result;
}
function getReservedTurn(int $turnIdx, array $env):GeneralCommand{
$db = DB::db();
$rawCmd = $db->queryFirstRow('SELECT * FROM general_turn WHERE general_id = %i AND turn_idx = %i', $this->getID(), $turnIdx);
if(!$rawCmd){
return buildGeneralCommandClass(null, $this, $env);
}
return buildGeneralCommandClass($rawCmd['action'], $this, $env, Json::decode($rawCmd['arg']??null));
}
/**
* @param General[] $generalList
* @param int $turnIdxFrom [$turnIdxFrom, $turnIdxTo)
* @param int $turnIdxTo [$turnIdxFrom, $turnIdxTo)
* @param array $env
* @return GeneralCommand[]
*/
public function getReservedTurnList(int $turnIdxFrom, int $turnIdxTo, array $env){
if($turnIdxFrom < 0 || $turnIdxFrom >= GameConst::$maxTurn){
throw new \OutOfRangeException('$turnIdxFrom 범위 초과'.$turnIdxFrom);
}
if($turnIdxTo <= $turnIdxFrom || GameConst::$maxTurn < $turnIdxTo){
throw new \OutOfRangeException('$turnIdxTo 범위 초과'.$turnIdxTo);
}
$db = DB::db();
$generalID = $this->getID();
$result = [];
$rawCmds = $db->queryFirstRow('SELECT * FROM general_turn WHERE general_id = %i AND %i <= turn_idx AND turn_idx < %i ORDER BY turn_idx ASC', $generalID, $turnIdxFrom, $turnIdxTo);
if(!$rawCmds){
foreach(Util::range($turnIdxFrom, $turnIdxTo) as $turnIdx){
$result[$turnIdx] = buildGeneralCommandClass(null, $this, $env);
}
return $result;
}
foreach($rawCmds as $turnIdx=>$rawCmd){
$result[$turnIdx] = buildGeneralCommandClass($rawCmd['action'], $this, $env, Json::decode($rawCmd['arg']??null));
}
return $result;
}
/**
* 장수의 스탯을 계산해옴
*
* @param string $statName 스탯값, leadership, strength, intel 가능
* @param bool $withInjury 부상값 사용 여부
* @param bool $withIActionObj 아이템, 특성, 성격 등 보정치 적용 여부
* @param bool $withStatAdjust 능력치간 보정 사용 여부
* @param bool $useFloor 내림 사용 여부, false시 float 값을 반환할 수도 있음
*
* @return int|float 계산된 능력치
*/
protected function getStatValue(string $statName, $withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
$cKey = "{$statName}_{$withInjury}_{$withIActionObj}_{$withStatAdjust}";
if(key_exists($cKey, $this->calcCache)){
$statValue = $this->calcCache[$cKey];
if($useFloor){
return Util::toInt($statValue);
}
return $statValue;
}
$statValue = $this->getVar($statName);
if($withInjury){
$statValue *= (100 - $this->getVar('injury')) / 100;
}
if($withStatAdjust){
if($statName === 'strength'){
$statValue += Util::round($this->getStatValue('intel', $withInjury, $withIActionObj, false, false) / 4);
}
else if($statName === 'intel'){
$statValue += Util::round($this->getStatValue('strength', $withInjury, $withIActionObj, false, false) / 4);
}
}
if($withIActionObj){
foreach([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj
] as $actionObj){
if($actionObj !== null){
$statValue = $actionObj->onCalcStat($this, $statName, $statValue);
}
}
foreach($this->itemObjs as $actionObj){
if($actionObj !== null){
$statValue = $actionObj->onCalcStat($this, $statName, $statValue);
}
}
}
$this->calcCache[$cKey] = $statValue;
if($useFloor){
return Util::toInt($statValue);
}
return $statValue;
}
function getLeadership($withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
return $this->getStatValue('leadership', $withInjury, $withIActionObj, $withStatAdjust, $useFloor);
}
function getStrength($withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
return $this->getStatValue('strength', $withInjury, $withIActionObj, $withStatAdjust, $useFloor);
}
function getIntel($withInjury = true, $withIActionObj = true, $withStatAdjust = true, $useFloor = true):float{
return $this->getStatValue('intel', $withInjury, $withIActionObj, $withStatAdjust, $useFloor);
}
function getDex(GameUnitDetail $crewType){
$armType = $crewType->armType;
if($armType == GameUnitConst::T_CASTLE){
$armType = GameUnitConst::T_SIEGE;
}
return $this->getVar("dex{$armType}");
}
function addDex(GameUnitDetail $crewType, float $exp, bool $affectTrainAtmos=false){
$armType = $crewType->armType;
if($armType == GameUnitConst::T_CASTLE){
$armType = GameUnitConst::T_SIEGE;
}
if($armType < 0){
return;
}
if($armType == GameUnitConst::T_WIZARD) {
$exp *= 0.9;
}
else if($armType == GameUnitConst::T_SIEGE) {
$exp *= 0.9;
}
if($affectTrainAtmos){
$exp *= ($this->getVar('train') + $this->getVar('atmos')) / 200;
}
$dexType = "dex{$armType}";
$this->increaseVar($dexType, $exp);
}
function addExperience(float $experience, bool $affectTrigger=true){
if($affectTrigger){
$experience = $this->onCalcStat($this, 'experience', $experience);
}
$this->increaseVar('experience', $experience);
$nextExpLevel = getExpLevel($this->getVar('experience'));
$comp = $nextExpLevel <=> $this->getVar('explevel');
if($comp === 0){
return;
}
$this->updateVar('explevel', $nextExpLevel);
$josaRo = JosaUtil::pick($nextExpLevel, '로');
if($comp > 0){
$this->getLogger()->pushGeneralActionLog("<C>Lv {$nextExpLevel}</>{$josaRo} <C>레벨업</>!", ActionLogger::PLAIN);
}
else{
$this->getLogger()->pushGeneralActionLog("<C>Lv {$nextExpLevel}</>{$josaRo} <R>레벨다운</>!", ActionLogger::PLAIN);
}
}
function addDedication(float $dedication, bool $affectTrigger=true){
if($affectTrigger){
$dedication = $this->onCalcStat($this, 'dedication', $dedication);
}
$this->increaseVar('dedication', $dedication);
$nextDedLevel = getDedLevel($this->getVar('dedication'));
$comp = $nextDedLevel <=> $this->getVar('dedlevel');
if($comp === 0){
return;
}
$this->updateVar('dedlevel', $nextDedLevel);
$dedLevelText = getDedLevelText($nextDedLevel);
$billText = number_format(getBillByLevel($nextDedLevel));
$josaRoDed = JosaUtil::pick($dedLevelText, '로');
$josaRoBill = JosaUtil::pick($billText, '로');
if($comp > 0){
$this->getLogger()->pushGeneralActionLog("<Y>{$dedLevelText}</>{$josaRoDed} <C>승급</>하여 봉록이 <C>{$billText}</>{$josaRoBill} <C>상승</>했습니다!", ActionLogger::PLAIN);
}
else{
$this->getLogger()->pushGeneralActionLog("<Y>{$dedLevelText}</>{$josaRoDed} <R>강등</>되어 봉록이 <C>{$billText}</>{$josaRoBill} <R>하락</>했습니다!", ActionLogger::PLAIN);
}
}
function updateVar(string $key, $value){
if(($this->raw[$key]??null) === $value){
return;
}
if(!key_exists($key, $this->updatedVar)){
$this->updatedVar[$key] = true;
}
$this->raw[$key] = $value;
$this->calcCache = [];
}
/**
* @param \MeekroDB $db
*/
function kill($db, bool $sendDyingMessage=true, ?string $dyingMessage=null){
$generalID = $this->getID();
$logger = $this->getLogger();
$generalName = $this->getName();
// 군주였으면 유지 이음
$officerLevel = $this->getVar('officer_level');
if($officerLevel == 12) {
nextRuler($this);
$this->setVar('officer_level', 1);
}
// 부대 처리
$troopLeaderID = $this->getVar('troop');
if($troopLeaderID == $generalID){
//부대장일 경우
// 모두 탈퇴
$db->update('general', [
'troop'=>0
], 'troop=%i', $troopLeaderID);
// 부대 삭제
$db->delete('troop', 'troop_leader=%i', $troopLeaderID);
}
if($sendDyingMessage){
if($dyingMessage){
$logger->pushGlobalActionLog($dyingMessage);
}
else{
$dyingMessageObj = new TextDecoration\DyingMessage($this);
$logger->pushGlobalActionLog($dyingMessageObj->getText());
}
$logger->flush();
}
$db->delete('general', 'no=%i', $generalID);
$db->delete('general_turn', 'general_id=%i', $generalID);
$db->delete('rank_data', 'general_id=%i', $generalID);
$db->delete('betting', 'general_id=%i', $generalID);
$this->updatedVar = [];
$db->update('nation', [
'gennum'=>$db->sqleval('gennum - 1')
], 'nation=%i', $this->getVar('nation'));
}
function rebirth(){
$logger = $this->getLogger();
$generalName = $this->getName();
$this->multiplyVarWithLimit('leadership', 0.85, 10);
$this->multiplyVarWithLimit('strength', 0.85, 10);
$this->multiplyVarWithLimit('intel', 0.85, 10);
$this->setVar('injury', 0);
$this->multiplyVar('experience', 0.5);
$this->multiplyVar('dedication', 0.5);
$this->setVar('age', 20);
$this->setVar('specage', 0);
$this->setVar('specage2', 0);
$this->multiplyVar('dex1', 0.5);
$this->multiplyVar('dex2', 0.5);
$this->multiplyVar('dex3', 0.5);
$this->multiplyVar('dex4', 0.5);
$this->multiplyVar('dex5', 0.5);
foreach(array_keys(static::RANK_COLUMN) as $rankKey){
$this->setRankVar($rankKey, 0);
}
$josaYi = JosaUtil::pick($generalName, '이');
$logger->pushGlobalActionLog("<Y>{$generalName}</>{$josaYi} <R>은퇴</>하고 그 자손이 유지를 이어받았습니다.");
$logger->pushGeneralActionLog('나이가 들어 <R>은퇴</>하고 자손에게 자리를 물려줍니다.', ActionLogger::PLAIN);
$logger->pushGeneralHistoryLog('나이가 들어 은퇴하고, 자손에게 관직을 물려줌');
}
function increaseRankVar(string $key, int $value){
if(!key_exists($key, static::RANK_COLUMN)){
throw new \InvalidArgumentException('올바르지 않은 인자 :'.$key);
}
if(key_exists($key, $this->rankVarSet)){
$this->rankVarSet[$key] += $value;
return;
}
if(key_exists($key, $this->rankVarRead)){
$this->rankVarSet[$key] = $this->rankVarRead[$key] + $value;
unset($this->rankVarRead[$key]);
return;
}
if(key_exists($key, $this->rankVarIncrease)){
$this->rankVarIncrease[$key] += $value;
return;
}
$this->rankVarIncrease[$key] = $value;
}
function setRankVar(string $key, int $value){
if(!key_exists($key, static::RANK_COLUMN)){
throw new \InvalidArgumentException('올바르지 않은 인자 :'.$key);
}
if(key_exists($key, $this->rankVarRead)){
unset($this->rankVarRead[$key]);
}
else if(key_exists($key, $this->rankVarIncrease)){
unset($this->rankVarIncrease[$key]);
}
$this->rankVarSet[$key]=$value;
}
function getRankVar(string $key):int{
if(!key_exists($key, static::RANK_COLUMN)){
throw new \InvalidArgumentException('올바르지 않은 인자 :'.$key);
}
if(key_exists($key, $this->rankVarSet)){
return $this->rankVarSet[$key];
}
if(!key_exists($key, $this->rankVarRead)){
throw new \RuntimeException('인자가 없음 : '.$key);
}
return $this->rankVarRead[$key];
}
/**
* @param \MeekroDB $db
*/
function applyDB($db):bool{
if($this->lastTurn && $this->getLastTurn() != $this->getResultTurn()){
$this->setVar('last_turn', $this->getResultTurn()->toJson());
}
$updateVals = $this->getUpdatedValues();
$generalID = $this->getID();
$result = false;
if($updateVals){
$db->update('general', $updateVals, 'no=%i', $generalID);
$result |= $db->affectedRows() > 0;
if(key_exists('nation', $updateVals)){
$db->update('rank_data', [
'nation_id'=>$updateVals['nation']
], 'general_id = %i', $generalID);
$result = true;
}
$this->flushUpdateValues();
}
if($this->rankVarIncrease){
foreach($this->rankVarIncrease as $rankKey => $rankVal){
$db->update('rank_data', [
'value'=>$db->sqleval('value + %i', $rankVal)
], 'general_id = %i AND type = %s', $generalID, $rankKey);
}
$result = true;
}
if($this->rankVarSet){
foreach($this->rankVarSet as $rankKey => $rankVal){
$db->update('rank_data', [
'value'=>$rankVal
], 'general_id = %i AND type = %s', $generalID, $rankKey);
$this->rankVarRead[$rankKey] = $rankVal;
}
$result = true;
}
$this->rankVarIncrease = [];
$this->rankVarSet = [];
$this->getLogger()->flush();
return $result;
}
function checkStatChange():bool{
$logger = $this->getLogger();
$limit = GameConst::$upgradeLimit;
$table = [
['통솔', 'leadership'],
['력', 'strength'],
['지력', 'intel'],
];
$result = false;
foreach($table as [$statNickName, $statName]){
$statExpName = $statName.'_exp';
if($this->getVar($statExpName) < 0){
$logger->pushGeneralActionLog("<R>{$statNickName}</>이 <C>1</> 떨어졌습니다!", ActionLogger::PLAIN);
$this->increaseVar($statExpName, $limit);
$this->increaseVar($statName, -1);
$result = true;
}
else if($this->getVar($statExpName) >= $limit){
$logger->pushGeneralActionLog("<S>{$statNickName}</>이 <C>1</> 올랐습니다!", ActionLogger::PLAIN);
$this->increaseVar($statExpName, -$limit);
$this->increaseVar($statName, 1);
$result = true;
}
}
return $result;
}
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
$caller = new GeneralTriggerCaller();
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$caller->merge($iObj->getPreTurnExecuteTriggerList($general));
}
return $caller;
}
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$value = $iObj->onCalcDomestic($turnType, $varType, $value, $aux);
}
return $value;
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
//xxx: $general?
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$value = $iObj->onCalcStat($this, $statName, $value, $aux);
}
return $value;
}
public function onCalcStrategic(string $turnType, string $varType, $value){
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$value = $iObj->onCalcStrategic($turnType, $varType, $value);
}
return $value;
}
public function onCalcNationalIncome(string $type, $amount){
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$amount = $iObj->onCalcNationalIncome($type, $amount);
}
return $amount;
}
public function getWarPowerMultiplier(WarUnit $unit):array{
//xxx:$unit
$att = 1;
$def = 1;
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
[$attV, $defV] = $iObj->getWarPowerMultiplier($unit);
$att *= $attV;
$def *= $defV;
}
return [$att, $def];
}
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
$caller = new WarUnitTriggerCaller();
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$caller->merge($iObj->getBattleInitSkillTriggerList($unit));
}
return $caller;
}
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
$caller = new WarUnitTriggerCaller(
new WarUnitTrigger\che_필살시도($unit),
new WarUnitTrigger\che_필살발동($unit),
new WarUnitTrigger\che_회피시도($unit),
new WarUnitTrigger\che_회피발동($unit),
new WarUnitTrigger\che_계략시도($unit),
new WarUnitTrigger\che_계략발동($unit),
new WarUnitTrigger\che_계략실패($unit)
);
foreach(array_merge([
$this->nationType,
$this->officerLevelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj,
$this->getCrewTypeObj(),
], $this->itemObjs) as $iObj){
if(!$iObj){
continue;
}
/** @var iAction $iObj */
$caller->merge($iObj->getBattlePhaseSkillTriggerList($unit));
}
return $caller;
}
static public function mergeQueryColumn(?array $reqColumns=null, int $constructMode=2):array{
$minimumColumn = ['no', 'name', 'city', 'nation', 'officer_level', 'officer_city'];
$defaultEventColumn = [
'no', 'name', 'city', 'nation', 'officer_level', 'officer_city',
'special', 'special2', 'personal',
'horse', 'weapon', 'book', 'item', 'last_turn'
];
$fullColumn = [
'no', 'name', 'owner_name', 'picture', 'imgsvr', 'nation', 'city', 'troop', 'injury', 'affinity',
'leadership', 'leadership_exp', 'strength', 'strength_exp', 'intel', 'intel_exp', 'weapon', 'book', 'horse', 'item',
'experience', 'dedication', 'officer_level', 'officer_city', 'gold', 'rice', 'crew', 'crewtype', 'train', 'atmos', 'turntime',
'makelimit', 'killturn', 'block', 'dedlevel', 'explevel', 'age', 'startage', 'belong',
'personal', 'special', 'special2', 'defence_train', 'tnmt', 'npc', 'npc_org', 'deadyear', 'npcmsg',
'dex1', 'dex2', 'dex3', 'dex4', 'dex5', 'betray',
'recent_war', 'last_turn', 'myset',
'specage', 'specage2', 'con', 'connect', 'owner', 'aux', 'lastrefresh',
];
if($reqColumns === null){
return [$fullColumn, array_keys(static::RANK_COLUMN)];
}
$rankColumn = [];
$subColumn = [];
foreach($reqColumns as $column){
if(key_exists($column, static::RANK_COLUMN)){
$rankColumn[] = $column;
}
else{
$subColumn[] = $column;
}
}
if($constructMode > 1){
return [array_unique(array_merge($defaultEventColumn, $subColumn)), $rankColumn];
}
return [array_unique(array_merge($minimumColumn, $subColumn)), $rankColumn];
}
/**
* @param ?int[] $generalIDList
* @param null|string[] $column
* @param int $constructMode
* @return \sammo\General[]
* @throws MustNotBeReachedException
*/
static public function createGeneralObjListFromDB(?array $generalIDList, ?array $column=null, int $constructMode=2):array{
if($generalIDList === []){
return [];
}
$db = DB::db();
if($constructMode > 0){
$gameStor = KVStorage::getStorage($db, 'game_env');
[$year, $month] = $gameStor->getValuesAsArray(['year', 'month']);
}
else{
$year = null;
$month = null;
}
[$column, $rankColumn] = static::mergeQueryColumn($column, $constructMode);
if($generalIDList === null){
$rawGenerals = Util::convertArrayToDict(
$db->query('SELECT %l FROM general WHERE 1', Util::formatListOfBackticks($column)),
'no'
);
$generalIDList = array_keys($rawGenerals);
}
else{
$rawGenerals = Util::convertArrayToDict(
$db->query('SELECT %l FROM general WHERE no IN %li', Util::formatListOfBackticks($column), $generalIDList),
'no'
);
}
$rawRanks = [];
if($rankColumn){
$rawValue = $db->queryAllLists(
'SELECT `general_id`, `type`, `value` FROM rank_data WHERE general_id IN %li AND `type` IN %ls',
$generalIDList,
$rankColumn
);
foreach($rawValue as [$generalID, $rankType, $rankValue]){
if(!key_exists($generalID, $rawRanks)){
$rawRanks[$generalID] = [];
}
$rawRanks[$generalID][$rankType] = $rankValue;
}
}
$result = [];
foreach($generalIDList as $generalID){
if(!key_exists($generalID, $rawGenerals)){
$result[$generalID] = new DummyGeneral($constructMode > 0);
continue;
}
if(key_exists($generalID, $rawRanks) && count($rawRanks[$generalID]??[]) !== count($rankColumn)){
throw new \RuntimeException('column의 수가 일치하지 않음 : '.$generalID);
}
$result[$generalID] = new static($rawGenerals[$generalID], $rawRanks[$generalID]??null, null, null, $year, $month, $constructMode > 1);
}
return $result;
}
static public function createGeneralObjFromDB(int $generalID, ?array $column=null, int $constructMode=2):self{
$db = DB::db();
if($constructMode > 0){
$gameStor = KVStorage::getStorage($db, 'game_env');
[$year, $month] = $gameStor->getValuesAsArray(['year', 'month']);
}
else{
$year = null;
$month = null;
}
[$column, $rankColumn] = static::mergeQueryColumn($column, $constructMode);
$rawGeneral = $db->queryFirstRow('SELECT %l FROM general WHERE no = %i', Util::formatListOfBackticks($column), $generalID);
if(!$rawGeneral){
return new DummyGeneral($constructMode > 0);
}
$rawRankValues = [];
if($rankColumn){
$rawValue = $db->queryAllLists('SELECT `type`, `value` FROM rank_data WHERE general_id = %i AND `type` IN %ls', $generalID, $rankColumn);
foreach($rawValue as [$rankType, $rankValue]){
$rawRankValues[$rankType] = $rankValue;
}
}
$general = new static($rawGeneral, $rawRankValues, null, null, $year, $month, $constructMode > 1);
return $general;
}
/**
* @param General[] $generalList
* @param int $turnIdx
* @param array $env
* @return GeneralCommand[]
*/
static public function getReservedTurnByGeneralList(array $generalList, int $turnIdx, array $env){
if(!$generalList){
return [];
}
$generalIDList = array_map(function(General $general){
return $general->getID();
}, $generalList);
$db = DB::db();
$result = [];
$rawCmds = Util::convertArrayToDict($db->query('SELECT * FROM general_turn WHERE general_id IN %li AND turn_idx = %i', $generalIDList, $turnIdx), 'general_id');
foreach($generalList as $general){
$generalID = $general->getID();
if(!key_exists($generalID, $rawCmds)){
$result[$generalID] = buildGeneralCommandClass(null, $general, $env);
continue;
}
$rawCmd = $rawCmds[$generalID];
$result[$generalID] = buildGeneralCommandClass($rawCmd['action'], $general, $env, Json::decode($rawCmd['arg']));
}
return $result;
}
/**
* @param General[] $generalList
* @param int $turnIdxFrom [$turnIdxFrom, $turnIdxTo)
* @param int $turnIdxTo [$turnIdxFrom, $turnIdxTo)
* @param array $env
* @return GeneralCommand[][]
*/
static public function getReservedTurnListByGeneralList(array $generalList, int $turnIdxFrom, int $turnIdxTo, array $env){
//XXX: static인데 return값이 General이 아니라고?? GeneralCommandHelper같은게 있어야하지 않을까?
if(!$generalList){
return [];
}
if($turnIdxFrom < 0 || $turnIdxFrom >= GameConst::$maxTurn){
throw new \OutOfRangeException('$turnIdxFrom 범위 초과'.$turnIdxFrom);
}
if($turnIdxTo <= $turnIdxFrom || GameConst::$maxTurn < $turnIdxTo){
throw new \OutOfRangeException('$turnIdxTo 범위 초과'.$turnIdxTo);
}
$generalIDList = array_map(function(General $general){
return $general->getID();
}, $generalList);
$db = DB::db();
$rawCmds = $db->queryFirstRow('SELECT * FROM general_turn WHERE general_id IN %i AND %i <= turn_idx AND turn_idx < %i ORDER BY general_id ASC, turn_idx ASC', $generalIDList, $turnIdxFrom, $turnIdxTo);
$orderedRawCmds = [];
foreach($rawCmds as $rawCmd){
$generalID = $rawCmd['general_id'];
$turnIdx = $rawCmd['turn_idx'];
if(!key_exists($generalID, $orderedRawCmds)){
$orderedRawCmds[$generalID] = [];
}
$orderedRawCmds[$generalID][$turnIdx] = $rawCmd;
}
$result = [];
foreach($generalList as $general){
$generalID = $general->getID();
$result[$generalID] = [];
if(!key_exists($generalID, $orderedRawCmds)){
foreach(Util::range($turnIdxFrom, $turnIdxTo) as $turnIdx){
$result[$generalID][$turnIdx] = buildGeneralCommandClass(null, $general, $env);
}
continue;
}
foreach($orderedRawCmds[$generalID] as $turnIdx=>$rawCmd){
$result[$generalID][$turnIdx] = buildGeneralCommandClass($rawCmd['action'], $general, $env, Json::decode($rawCmd['arg']));
}
}
return $result;
}
}