forked from devsam/core
전특 대 개편
This commit is contained in:
@@ -439,7 +439,7 @@ var nation = <?=Json::encode($nation)?>;
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<?php endforeach; ?>
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</select>
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</div>
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<div class="input-group mb-1">
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<div class="input-group mb-3">
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<div class="input-group-prepend">
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<span class="input-group-text">귀병숙련</span>
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</div>
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@@ -460,11 +460,27 @@ var nation = <?=Json::encode($nation)?>;
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<span class="input-group-text">수비여부</span>
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</div>
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<select class="custom-select form_defence_train only_defender">
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<option value="90">훈사 90</option>
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<option value="80">훈사 80</option>
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<option value="60">훈사 60</option>
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<option value="40">훈사 40</option>
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<option value="999">안함</option>
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</select>
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</div>
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<div class="input-group mb-1">
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<div class="input-group-prepend">
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<span class="input-group-text">전투 수</span>
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</div>
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<input type="number" class="form-control form_warnum" value="0" step="1">
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<div class="input-group-prepend">
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<span class="input-group-text">승리 수</span>
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</div>
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<input type="number" class="form-control form_killnum" value="0" step="1">
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<div class="input-group-prepend">
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<span class="input-group-text">사살 수</span>
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</div>
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<input type="number" class="form-control form_killcrew" value="0" step="1">
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</div>
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</div>
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</div>
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@@ -32,11 +32,16 @@ $reqColumns = [
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'leadership', 'horse', 'strength', 'weapon', 'intel', 'book', 'item',
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'rice', 'personal', 'special2',
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'crew', 'crewtype',
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'atmos', 'train', 'dex1', 'dex2', 'dex3', 'dex4', 'dex5', 'defence_train'
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'atmos', 'train', 'dex1', 'dex2', 'dex3', 'dex4', 'dex5', 'defence_train',
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];
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$reqRankColumns = [
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'warnum', 'killnum', 'killcrew'
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];
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$dummyItems = [
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'officer_level'=>1,
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'horse'=>'None',
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'weapon'=>'None',
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'book'=>'None',
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'item'=>'None',
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@@ -50,7 +55,10 @@ $dummyItems = [
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'dex3'=>0,
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'dex4'=>0,
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'dex5'=>0,
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'defence_train'=>80
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'defence_train'=>80,
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'warnum'=>0,
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'killnum'=>0,
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'killcrew'=>0,
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];
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$rawDestGeneral = $db->queryFirstRow('SELECT %l FROM general WHERE no=%i', Util::formatListOfBackticks($reqColumns), $destGeneralID);
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@@ -60,6 +68,12 @@ if($nationID == 0 || $rawDestGeneral['nation'] != $nationID){
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$rawDestGeneral[$key] = $val;
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}
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}
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else{
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$rawRankValue = $db->queryAllLists('SELECT `type`, `value` FROM rank_data WHERE general_id = %i AND `type` IN %ls', $destGeneralID, $reqRankColumns);
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foreach($rawRankValue as [$rankType, $rankValue]){
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$rawDestGeneral[$rankType] = $rankValue;
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}
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}
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foreach(['dex1', 'dex2', 'dex3', 'dex4', 'dex5'] as $dexKey){
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$dex = $rawDestGeneral[$dexKey];
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+465
-451
@@ -1,451 +1,465 @@
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<?php
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namespace sammo;
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include "lib.php";
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include "func.php";
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WebUtil::requireAJAX();
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$session = Session::requireLogin([])->setReadOnly();
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$userID = Session::getUserID();
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increaseRefresh("시뮬레이터", 0);
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$query = Util::getPost('query');
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if($query === null){
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Json::die([
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'result'=>false,
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'reason'=>'입력값이 없습니다.'
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]);
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}
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$action = Util::getPost('action');
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if($action === null || !in_array($action, ['reorder', 'battle'])){
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Json::die([
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'result'=>false,
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'reason'=>'원하는 동작이 지정되지 않았습니다.'
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]);
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}
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$query = Json::decode($query);
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if($query === null){
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Json::die([
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'result'=>false,
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'reason'=>'올바르지 않은 JSON입니다.'
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]);
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}
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$defaultCheck = [
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'required'=>[
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'attackerGeneral', 'attackerCity', 'attackerNation',
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'defenderGenerals', 'defenderCity', 'defenderNation',
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'year', 'month', 'repeatCnt'
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],
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'integer'=>[
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'year','month','repeatCnt'
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],
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'between'=>[
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['month', [1, 12]]
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],
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'in'=>[
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['repeatCnt', [1, 1000]]
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],
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'min'=>[
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['year', 0]
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],
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'array'=>[
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'attackerGeneral', 'attackerCity', 'attackerNation',
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'defenderGenerals', 'defenderCity', 'defenderNation'
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],
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];
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$v = new Validator($query);
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$v->rules($defaultCheck);
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if(!$v->validate()){
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Json::die([
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'result'=>false,
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'reason'=>$v->errorStr()
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]);
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}
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$year = $query['year'];
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$month = $query['month'];
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$repeatCnt = $query['repeatCnt'];
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$rawAttacker = $query['attackerGeneral'];
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$rawAttacker['turntime'] = TimeUtil::now();
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$rawAttackerCity = $query['attackerCity'];
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$rawAttackerNation = $query['attackerNation'];
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$rawDefenderList = $query['defenderGenerals'];
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$rawDefenderCity = $query['defenderCity'];
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$rawDefenderNation = $query['defenderNation'];
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$generalCheck = [
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'required'=>[
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'no', 'name', 'nation', 'turntime', 'personal', 'special2', 'crew', 'crewtype', 'atmos', 'train',
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'intel', 'intel_exp', 'book', 'strength', 'strength_exp', 'weapon', 'injury', 'leadership', 'leadership_exp', 'horse', 'item',
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'explevel', 'experience', 'dedication', 'officer_level', 'officer_city', 'gold', 'rice', 'dex1', 'dex2', 'dex3', 'dex4', 'dex5',
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'recent_war'
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],
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'integer'=>[
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'no', 'nation', 'crew', 'crewtype', 'atmos', 'train',
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'intel', 'intel_exp', 'strength', 'strength_exp', 'injury', 'leadership', 'leadership_exp',
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'explevel', 'experience', 'dedication', 'officer_level', 'officer_city', 'gold', 'rice', 'dex1', 'dex2', 'dex3', 'dex4', 'dex5',
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],
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'min'=>[
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['no', 1],
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['nation', 1],
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['crew', 0],
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['intel', 0],
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['strength', 0],
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['leadership', 0],
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['experience', 0],
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['gold', 0],
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['rice', 0],
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['dex1', 0],
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['dex2', 0],
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['dex3', 0],
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['dex4', 0],
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['dex5', 0],
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],
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'between'=>[
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['train', [40, GameConst::$maxTrainByWar]],
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['atmos', [40, GameConst::$maxAtmosByWar]],
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['explevel', [0, 300]],
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['injury', [0, 80]],
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['officer_level', [1, 12]]
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],
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'in'=>[
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['personal', array_merge(GameConst::$availablePersonality, GameConst::$optionalPersonality)],
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['special2', array_merge(GameConst::$availableSpecialWar, GameConst::$optionalSpecialWar)],
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['crewtype', array_keys(GameUnitConst::all())],
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['horse', array_merge(array_keys(GameConst::$allItems['horse']), ['None'])],
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['weapon', array_merge(array_keys(GameConst::$allItems['weapon']), ['None'])],
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['book', array_merge(array_keys(GameConst::$allItems['book']), ['None'])],
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['item', array_merge(array_keys(GameConst::$allItems['item']), ['None'])],
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]
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];
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$v = new Validator($rawAttacker);
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$v->rules($generalCheck);
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if(!$v->validate()){
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Json::die([
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'result'=>false,
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'reason'=>'[출병자]'.$v->errorStr()
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]);
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}
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$defenderList = [];
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foreach($rawDefenderList as $idx=>$rawDefenderGeneral){
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$v = new Validator($rawDefenderGeneral);
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$v->rules($generalCheck);
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if(!$v->validate()){
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$idx+=1;
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Json::die([
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'result'=>false,
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'reason'=>"[수비자{$idx}]".$v->errorStr()
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]);
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}
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$defenderList[] = new General($rawDefenderGeneral, null, $rawDefenderCity, $rawAttackerNation, $year, $month, true);
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}
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$cityCheck = [
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'required'=>[
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'city', 'nation', 'supply', 'name',
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'pop', 'agri', 'comm', 'secu', 'def', 'wall',
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'trust', 'level',
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'pop_max', 'agri_max', 'comm_max', 'secu_max', 'def_max', 'wall_max',
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'dead', 'state', 'conflict',
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],
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'numeric'=>[
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'pop', 'agri', 'comm', 'secu', 'def', 'wall', 'trust', 'dead'
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],
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'integer'=>[
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'city', 'nation', 'supply',
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'pop_max', 'agri_max', 'comm_max', 'secu_max', 'def_max', 'wall_max',
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'state',
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],
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'min'=>[
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['def', 0],
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['wall', 0],
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['trust', 0],
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['pop', 0],
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['comm', 0],
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['secu', 0],
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['city', 1],
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['nation', 0]
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],
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'in'=>[
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['level', array_keys(getCityLevelList())]
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]
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];
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$v = new Validator($rawAttackerCity);
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$v->rules($cityCheck);
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if(!$v->validate()){
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Json::die([
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'result'=>false,
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'reason'=>'[출병도시]'.$v->errorStr()
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]);
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}
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$v = new Validator($rawDefenderCity);
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$v->rules($cityCheck);
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if(!$v->validate()){
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Json::die([
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'result'=>false,
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'reason'=>'[수비도시]'.$v->errorStr()
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]);
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}
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$nationCheck = [
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'required'=>[
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'type', 'tech', 'level', 'capital',
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'nation', 'name', 'gold', 'rice', 'gennum'
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],
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'integer'=>[
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'level', 'capital', 'nation', 'gennum',
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],
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'numeric'=>[
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'tech', 'gold', 'rice'
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],
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'min'=>[
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['tech', 0],
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['gold', 0],
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['rice', 0],
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['gennum', 1],
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],
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'in'=>[
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['type', GameConst::$availableNationType],
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['level', array_keys(getNationLevelList())]
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]
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];
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$v = new Validator($rawAttackerNation);
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$v->rules($nationCheck);
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if(!$v->validate()){
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Json::die([
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'result'=>false,
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'reason'=>'[출병국]'.$v->errorStr()
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]);
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}
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$v = new Validator($rawDefenderNation);
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$v->rules($nationCheck);
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if(!$v->validate()){
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Json::die([
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'result'=>false,
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'reason'=>'[수비국]'.$v->errorStr()
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]);
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}
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if($action == 'reorder'){
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usort($defenderList, function(General $lhs, General $rhs){
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return -(extractBattleOrder($lhs) <=> extractBattleOrder($rhs));
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});
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$order = [];
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foreach($defenderList as $defenderGeneral){
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$order[] = $defenderGeneral->getID();
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}
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Json::die([
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'result'=>true,
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'reason'=>'success',
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'order'=>$order
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]);
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}
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usort($defenderList, function(General $lhs, General $rhs){
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return -(extractBattleOrder($lhs) <=> extractBattleOrder($rhs));
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});
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$rawDefenderList = array_map(function(General $general){
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return $general->getRaw();
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}, $defenderList);
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unset($defenderList);
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$db = DB::db();
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$gameStor = KVStorage::getStorage($db, 'game_env');
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$startYear = $gameStor->startyear;
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$cityRate = Util::round(($year - $startYear) / 1.5) + 60;
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function simulateBattle(
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$rawAttacker, $rawAttackerCity, $rawAttackerNation,
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$rawDefenderList, $rawDefenderCity, $rawDefenderNation,
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$startYear, $year, $month, $cityRate
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){
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$attacker = new WarUnitGeneral(
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new General($rawAttacker, null, $rawAttackerCity, $rawAttackerNation, $year, $month),
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$rawAttackerNation,
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true
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);
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$city = new WarUnitCity($rawDefenderCity, $rawDefenderNation, $year, $month, $cityRate);
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$iterDefender = new \ArrayIterator($rawDefenderList);
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$iterDefender->rewind();
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$battleResult = [];
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$attackerRice = $rawAttacker['rice'];
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$defenderRice = 0;
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$getNextDefender = function(?WarUnit $prevDefender, bool $reqNext)
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use ($iterDefender, $rawDefenderCity, $rawDefenderNation, $year, $month, &$battleResult, &$defenderRice) {
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if($prevDefender !== null){
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$prevDefender->getLogger()->rollback();
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$battleResult[] = $prevDefender;
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if($prevDefender instanceof WarUnitGeneral){
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$defenderRice -= $prevDefender->getVar('rice');
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}
|
||||
}
|
||||
|
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if(!$reqNext){
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return null;
|
||||
}
|
||||
|
||||
if(!$iterDefender->valid()){
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||||
return null;
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}
|
||||
|
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$defenderObj = new General($iterDefender->current(), null, $rawDefenderCity, $rawDefenderNation, $year, $month);
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if(extractBattleOrder($defenderObj) <= 0){
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||||
return null;
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||||
}
|
||||
|
||||
$defenderRice += $defenderObj->getVar('rice');
|
||||
|
||||
$retVal = new WarUnitGeneral(
|
||||
$defenderObj,
|
||||
$rawDefenderNation,
|
||||
false
|
||||
);
|
||||
$iterDefender->next();
|
||||
return $retVal;
|
||||
};
|
||||
|
||||
$conquerCity = processWar_NG($attacker, $getNextDefender, $city, $year - $startYear);
|
||||
|
||||
$rawDefenderCity = $city->getRaw();
|
||||
$updateAttackerNation = [];
|
||||
$updateDefenderNation = [];
|
||||
|
||||
$attackerRice -= $attacker->getVar('rice');
|
||||
|
||||
if($city->getPhase() > 0){
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||||
$rice = $city->getKilled() / 100 * 0.8;
|
||||
$rice *= $city->getCrewType()->rice;
|
||||
$rice *= getTechCost($rawDefenderNation['tech']);
|
||||
$rice *= $cityRate / 100 - 0.2;
|
||||
Util::setRound($rice);
|
||||
|
||||
$defenderRice += $rice;
|
||||
}
|
||||
|
||||
$totalDead = $attacker->getKilled() + $attacker->getDead();
|
||||
$attackerCityDead = $totalDead * 0.4;
|
||||
$defenderCityDead = $totalDead * 0.6;
|
||||
|
||||
return [$attacker, $city, $battleResult, $conquerCity, $attackerRice, $defenderRice];
|
||||
}
|
||||
|
||||
$lastWarLog = [];
|
||||
|
||||
$attackerKilled = 0;
|
||||
$attackerDead = 0;
|
||||
|
||||
$attackerMaxKilled = 0;
|
||||
$attackerMinKilled = PHP_INT_MAX;
|
||||
|
||||
$attackerMaxDead = 0;
|
||||
$attackerMinDead = PHP_INT_MAX;
|
||||
|
||||
|
||||
$attackerAvgRice = 0;
|
||||
$defenderAvgRice = 0;
|
||||
|
||||
$avgPhase = 0;
|
||||
$avgWar = 0;
|
||||
|
||||
$attackerActivatedSkills = [];
|
||||
$defendersActivatedSkills = [];
|
||||
|
||||
foreach(Util::range($repeatCnt) as $repeatIdx){
|
||||
/** @var WarUnit $attacker */
|
||||
[$attacker, $city, $battleResult, $conquerCity, $attackerRice, $defenderRice] = simulateBattle(
|
||||
$rawAttacker, $rawAttackerCity, $rawAttackerNation,
|
||||
$rawDefenderList, $rawDefenderCity, $rawDefenderNation,
|
||||
$startYear, $year, $month, $cityRate
|
||||
);
|
||||
$lastWarLog = Util::mapWithKey(function($key, $values){
|
||||
return ConvertLog(join('<br>', $values));
|
||||
}, $attacker->getLogger()->rollback());
|
||||
|
||||
$avgPhase += $attacker->getPhase() / $repeatCnt;
|
||||
|
||||
$killed = $attacker->getKilled();
|
||||
$dead = $attacker->getDead();
|
||||
|
||||
$attackerKilled += $killed / $repeatCnt;
|
||||
$attackerDead += $dead / $repeatCnt;
|
||||
|
||||
$attackerMaxKilled = max($attackerMaxKilled, $killed);
|
||||
$attackerMinKilled = min($attackerMinKilled, $killed);
|
||||
|
||||
$attackerMaxDead = max($attackerMaxDead, $dead);
|
||||
$attackerMinDead = min($attackerMinDead, $dead);
|
||||
|
||||
$attackerAvgRice += $attackerRice / $repeatCnt;
|
||||
$defenderAvgRice += $defenderRice / $repeatCnt;
|
||||
|
||||
$avgWar += count($battleResult) / $repeatCnt;
|
||||
|
||||
foreach($attacker->getActivatedSkillLog() as $skillName => $skillCnt){
|
||||
if(!key_exists($skillName, $attackerActivatedSkills)){
|
||||
$attackerActivatedSkills[$skillName] = $skillCnt / $repeatCnt;
|
||||
}
|
||||
else{
|
||||
$attackerActivatedSkills[$skillName] += $skillCnt / $repeatCnt;
|
||||
}
|
||||
}
|
||||
|
||||
foreach($battleResult as $idx=>$defender){
|
||||
while($idx >= count($defendersActivatedSkills)){
|
||||
$defendersActivatedSkills[] = [];
|
||||
}
|
||||
|
||||
$activatedSkills = &$defendersActivatedSkills[$idx];
|
||||
foreach($defender->getActivatedSkillLog() as $skillName => $skillCnt){
|
||||
if(!key_exists($skillName, $activatedSkills)){
|
||||
$activatedSkills[$skillName] = $skillCnt / $repeatCnt;
|
||||
}
|
||||
else{
|
||||
$activatedSkills[$skillName] += $skillCnt / $repeatCnt;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Json::die([
|
||||
'result'=>true,
|
||||
'datetime'=>$rawAttacker['turntime'],
|
||||
'reason'=>'success',
|
||||
'lastWarLog'=>$lastWarLog,
|
||||
'avgWar'=>$avgWar,
|
||||
'phase'=>$avgPhase,
|
||||
'killed'=>$attackerKilled,
|
||||
'maxKilled'=>$attackerMaxKilled,
|
||||
'minKilled'=>$attackerMinKilled,
|
||||
'dead'=>$attackerDead,
|
||||
'maxDead'=>$attackerMaxDead,
|
||||
'minDead'=>$attackerMinDead,
|
||||
'attackerRice'=>$attackerAvgRice,
|
||||
'defenderRice'=>$defenderAvgRice,
|
||||
'attackerSkills'=>$attackerActivatedSkills,
|
||||
'defendersSkills'=>$defendersActivatedSkills,
|
||||
]);
|
||||
<?php
|
||||
namespace sammo;
|
||||
|
||||
include "lib.php";
|
||||
include "func.php";
|
||||
|
||||
WebUtil::requireAJAX();
|
||||
|
||||
$session = Session::requireLogin([])->setReadOnly();
|
||||
$userID = Session::getUserID();
|
||||
|
||||
increaseRefresh("시뮬레이터", 0);
|
||||
|
||||
$query = Util::getPost('query');
|
||||
if($query === null){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'입력값이 없습니다.'
|
||||
]);
|
||||
}
|
||||
|
||||
$action = Util::getPost('action');
|
||||
if($action === null || !in_array($action, ['reorder', 'battle'])){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'원하는 동작이 지정되지 않았습니다.'
|
||||
]);
|
||||
}
|
||||
|
||||
$query = Json::decode($query);
|
||||
if($query === null){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'올바르지 않은 JSON입니다.'
|
||||
]);
|
||||
}
|
||||
|
||||
$defaultCheck = [
|
||||
'required'=>[
|
||||
'attackerGeneral', 'attackerCity', 'attackerNation',
|
||||
'defenderGenerals', 'defenderCity', 'defenderNation',
|
||||
'year', 'month', 'repeatCnt'
|
||||
],
|
||||
'integer'=>[
|
||||
'year','month','repeatCnt'
|
||||
],
|
||||
'between'=>[
|
||||
['month', [1, 12]]
|
||||
],
|
||||
'in'=>[
|
||||
['repeatCnt', [1, 1000]]
|
||||
],
|
||||
'min'=>[
|
||||
['year', 0]
|
||||
],
|
||||
'array'=>[
|
||||
'attackerGeneral', 'attackerCity', 'attackerNation',
|
||||
'defenderGenerals', 'defenderCity', 'defenderNation'
|
||||
],
|
||||
];
|
||||
|
||||
$v = new Validator($query);
|
||||
$v->rules($defaultCheck);
|
||||
if(!$v->validate()){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
$year = $query['year'];
|
||||
$month = $query['month'];
|
||||
$repeatCnt = $query['repeatCnt'];
|
||||
|
||||
$rawAttacker = $query['attackerGeneral'];
|
||||
$rawAttacker['turntime'] = TimeUtil::now();
|
||||
$rawAttackerCity = $query['attackerCity'];
|
||||
$rawAttackerNation = $query['attackerNation'];
|
||||
|
||||
$rawDefenderList = $query['defenderGenerals'];
|
||||
$rawDefenderCity = $query['defenderCity'];
|
||||
$rawDefenderNation = $query['defenderNation'];
|
||||
|
||||
|
||||
$generalCheck = [
|
||||
'required'=>[
|
||||
'no', 'name', 'nation', 'turntime', 'personal', 'special2', 'crew', 'crewtype', 'atmos', 'train',
|
||||
'intel', 'intel_exp', 'book', 'strength', 'strength_exp', 'weapon', 'injury', 'leadership', 'leadership_exp', 'horse', 'item',
|
||||
'explevel', 'experience', 'dedication', 'officer_level', 'officer_city', 'gold', 'rice', 'dex1', 'dex2', 'dex3', 'dex4', 'dex5',
|
||||
'recent_war', 'warnum', 'killnum', 'killcrew',
|
||||
],
|
||||
'integer'=>[
|
||||
'no', 'nation', 'crew', 'crewtype', 'atmos', 'train',
|
||||
'intel', 'intel_exp', 'strength', 'strength_exp', 'injury', 'leadership', 'leadership_exp',
|
||||
'explevel', 'experience', 'dedication', 'officer_level', 'officer_city', 'gold', 'rice', 'dex1', 'dex2', 'dex3', 'dex4', 'dex5',
|
||||
'warnum', 'killnum', 'killcrew',
|
||||
],
|
||||
'min'=>[
|
||||
['no', 1],
|
||||
['nation', 1],
|
||||
['crew', 0],
|
||||
['intel', 0],
|
||||
['strength', 0],
|
||||
['leadership', 0],
|
||||
['experience', 0],
|
||||
['gold', 0],
|
||||
['rice', 0],
|
||||
['dex1', 0],
|
||||
['dex2', 0],
|
||||
['dex3', 0],
|
||||
['dex4', 0],
|
||||
['dex5', 0],
|
||||
['warnum', 0],
|
||||
['killnum', 0],
|
||||
['killcrew', 0],
|
||||
],
|
||||
'between'=>[
|
||||
['train', [40, GameConst::$maxTrainByWar]],
|
||||
['atmos', [40, GameConst::$maxAtmosByWar]],
|
||||
['explevel', [0, 300]],
|
||||
['injury', [0, 80]],
|
||||
['officer_level', [1, 12]]
|
||||
],
|
||||
'in'=>[
|
||||
['personal', array_merge(GameConst::$availablePersonality, GameConst::$optionalPersonality)],
|
||||
['special2', array_merge(GameConst::$availableSpecialWar, GameConst::$optionalSpecialWar)],
|
||||
['crewtype', array_keys(GameUnitConst::all())],
|
||||
['horse', array_merge(array_keys(GameConst::$allItems['horse']), ['None'])],
|
||||
['weapon', array_merge(array_keys(GameConst::$allItems['weapon']), ['None'])],
|
||||
['book', array_merge(array_keys(GameConst::$allItems['book']), ['None'])],
|
||||
['item', array_merge(array_keys(GameConst::$allItems['item']), ['None'])],
|
||||
]
|
||||
];
|
||||
|
||||
$v = new Validator($rawAttacker);
|
||||
$v->rules($generalCheck);
|
||||
if(!$v->validate()){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'[출병자]'.$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
$defenderList = [];
|
||||
foreach($rawDefenderList as $idx=>$rawDefenderGeneral){
|
||||
$v = new Validator($rawDefenderGeneral);
|
||||
$v->rules($generalCheck);
|
||||
if(!$v->validate()){
|
||||
$idx+=1;
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>"[수비자{$idx}]".$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
$defenderList[] = new General($rawDefenderGeneral, extractRankVar($rawDefenderGeneral), $rawDefenderCity, $rawAttackerNation, $year, $month, true);
|
||||
}
|
||||
|
||||
|
||||
$cityCheck = [
|
||||
'required'=>[
|
||||
'city', 'nation', 'supply', 'name',
|
||||
'pop', 'agri', 'comm', 'secu', 'def', 'wall',
|
||||
'trust', 'level',
|
||||
'pop_max', 'agri_max', 'comm_max', 'secu_max', 'def_max', 'wall_max',
|
||||
'dead', 'state', 'conflict',
|
||||
],
|
||||
'numeric'=>[
|
||||
'pop', 'agri', 'comm', 'secu', 'def', 'wall', 'trust', 'dead'
|
||||
],
|
||||
'integer'=>[
|
||||
'city', 'nation', 'supply',
|
||||
'pop_max', 'agri_max', 'comm_max', 'secu_max', 'def_max', 'wall_max',
|
||||
'state',
|
||||
],
|
||||
'min'=>[
|
||||
['def', 0],
|
||||
['wall', 0],
|
||||
['trust', 0],
|
||||
['pop', 0],
|
||||
['comm', 0],
|
||||
['secu', 0],
|
||||
['city', 1],
|
||||
['nation', 0]
|
||||
],
|
||||
'in'=>[
|
||||
['level', array_keys(getCityLevelList())]
|
||||
]
|
||||
];
|
||||
|
||||
$v = new Validator($rawAttackerCity);
|
||||
$v->rules($cityCheck);
|
||||
if(!$v->validate()){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'[출병도시]'.$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
$v = new Validator($rawDefenderCity);
|
||||
$v->rules($cityCheck);
|
||||
if(!$v->validate()){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'[수비도시]'.$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
$nationCheck = [
|
||||
'required'=>[
|
||||
'type', 'tech', 'level', 'capital',
|
||||
'nation', 'name', 'gold', 'rice', 'gennum'
|
||||
],
|
||||
'integer'=>[
|
||||
'level', 'capital', 'nation', 'gennum',
|
||||
],
|
||||
'numeric'=>[
|
||||
'tech', 'gold', 'rice'
|
||||
],
|
||||
'min'=>[
|
||||
['tech', 0],
|
||||
['gold', 0],
|
||||
['rice', 0],
|
||||
['gennum', 1],
|
||||
],
|
||||
'in'=>[
|
||||
['type', GameConst::$availableNationType],
|
||||
['level', array_keys(getNationLevelList())]
|
||||
]
|
||||
];
|
||||
|
||||
$v = new Validator($rawAttackerNation);
|
||||
$v->rules($nationCheck);
|
||||
if(!$v->validate()){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'[출병국]'.$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
$v = new Validator($rawDefenderNation);
|
||||
$v->rules($nationCheck);
|
||||
if(!$v->validate()){
|
||||
Json::die([
|
||||
'result'=>false,
|
||||
'reason'=>'[수비국]'.$v->errorStr()
|
||||
]);
|
||||
}
|
||||
|
||||
if($action == 'reorder'){
|
||||
usort($defenderList, function(General $lhs, General $rhs){
|
||||
return -(extractBattleOrder($lhs) <=> extractBattleOrder($rhs));
|
||||
});
|
||||
|
||||
$order = [];
|
||||
foreach($defenderList as $defenderGeneral){
|
||||
$order[] = $defenderGeneral->getID();
|
||||
}
|
||||
|
||||
Json::die([
|
||||
'result'=>true,
|
||||
'reason'=>'success',
|
||||
'order'=>$order
|
||||
]);
|
||||
}
|
||||
|
||||
usort($defenderList, function(General $lhs, General $rhs){
|
||||
return -(extractBattleOrder($lhs) <=> extractBattleOrder($rhs));
|
||||
});
|
||||
|
||||
$rawDefenderList = array_map(function(General $general){
|
||||
return $general->getRaw();
|
||||
}, $defenderList);
|
||||
unset($defenderList);
|
||||
|
||||
$db = DB::db();
|
||||
$gameStor = KVStorage::getStorage($db, 'game_env');
|
||||
$startYear = $gameStor->startyear;
|
||||
$cityRate = Util::round(($year - $startYear) / 1.5) + 60;
|
||||
|
||||
function extractRankVar(array $rawVal):array{
|
||||
$rankVars = [];
|
||||
foreach($rawVal as $rawKey=>$rawVal){
|
||||
if(key_exists($rawKey, General::RANK_COLUMN)){
|
||||
$rankVars[$rawKey] = $rawVal;
|
||||
}
|
||||
}
|
||||
return $rankVars;
|
||||
}
|
||||
|
||||
function simulateBattle(
|
||||
$rawAttacker, $rawAttackerCity, $rawAttackerNation,
|
||||
$rawDefenderList, $rawDefenderCity, $rawDefenderNation,
|
||||
$startYear, $year, $month, $cityRate
|
||||
){
|
||||
$attacker = new WarUnitGeneral(
|
||||
new General($rawAttacker, extractRankVar($rawAttacker), $rawAttackerCity, $rawAttackerNation, $year, $month),
|
||||
$rawAttackerNation,
|
||||
true
|
||||
);
|
||||
$city = new WarUnitCity($rawDefenderCity, $rawDefenderNation, $year, $month, $cityRate);
|
||||
|
||||
$iterDefender = new \ArrayIterator($rawDefenderList);
|
||||
$iterDefender->rewind();
|
||||
|
||||
$battleResult = [];
|
||||
|
||||
$attackerRice = $rawAttacker['rice'];
|
||||
$defenderRice = 0;
|
||||
|
||||
$getNextDefender = function(?WarUnit $prevDefender, bool $reqNext)
|
||||
use ($iterDefender, $rawDefenderCity, $rawDefenderNation, $year, $month, &$battleResult, &$defenderRice) {
|
||||
if($prevDefender !== null){
|
||||
$prevDefender->getLogger()->rollback();
|
||||
$battleResult[] = $prevDefender;
|
||||
if($prevDefender instanceof WarUnitGeneral){
|
||||
$defenderRice -= $prevDefender->getVar('rice');
|
||||
}
|
||||
}
|
||||
|
||||
if(!$reqNext){
|
||||
return null;
|
||||
}
|
||||
|
||||
if(!$iterDefender->valid()){
|
||||
return null;
|
||||
}
|
||||
|
||||
$defenderObj = new General($iterDefender->current(), extractRankVar($iterDefender->current()), $rawDefenderCity, $rawDefenderNation, $year, $month);
|
||||
if(extractBattleOrder($defenderObj) <= 0){
|
||||
return null;
|
||||
}
|
||||
|
||||
$defenderRice += $defenderObj->getVar('rice');
|
||||
|
||||
$retVal = new WarUnitGeneral(
|
||||
$defenderObj,
|
||||
$rawDefenderNation,
|
||||
false
|
||||
);
|
||||
$iterDefender->next();
|
||||
return $retVal;
|
||||
};
|
||||
|
||||
$conquerCity = processWar_NG($attacker, $getNextDefender, $city, $year - $startYear);
|
||||
|
||||
$rawDefenderCity = $city->getRaw();
|
||||
$updateAttackerNation = [];
|
||||
$updateDefenderNation = [];
|
||||
|
||||
$attackerRice -= $attacker->getVar('rice');
|
||||
|
||||
if($city->getPhase() > 0){
|
||||
$rice = $city->getKilled() / 100 * 0.8;
|
||||
$rice *= $city->getCrewType()->rice;
|
||||
$rice *= getTechCost($rawDefenderNation['tech']);
|
||||
$rice *= $cityRate / 100 - 0.2;
|
||||
Util::setRound($rice);
|
||||
|
||||
$defenderRice += $rice;
|
||||
}
|
||||
|
||||
$totalDead = $attacker->getKilled() + $attacker->getDead();
|
||||
$attackerCityDead = $totalDead * 0.4;
|
||||
$defenderCityDead = $totalDead * 0.6;
|
||||
|
||||
return [$attacker, $city, $battleResult, $conquerCity, $attackerRice, $defenderRice];
|
||||
}
|
||||
|
||||
$lastWarLog = [];
|
||||
|
||||
$attackerKilled = 0;
|
||||
$attackerDead = 0;
|
||||
|
||||
$attackerMaxKilled = 0;
|
||||
$attackerMinKilled = PHP_INT_MAX;
|
||||
|
||||
$attackerMaxDead = 0;
|
||||
$attackerMinDead = PHP_INT_MAX;
|
||||
|
||||
|
||||
$attackerAvgRice = 0;
|
||||
$defenderAvgRice = 0;
|
||||
|
||||
$avgPhase = 0;
|
||||
$avgWar = 0;
|
||||
|
||||
$attackerActivatedSkills = [];
|
||||
$defendersActivatedSkills = [];
|
||||
|
||||
foreach(Util::range($repeatCnt) as $repeatIdx){
|
||||
/** @var WarUnit $attacker */
|
||||
[$attacker, $city, $battleResult, $conquerCity, $attackerRice, $defenderRice] = simulateBattle(
|
||||
$rawAttacker, $rawAttackerCity, $rawAttackerNation,
|
||||
$rawDefenderList, $rawDefenderCity, $rawDefenderNation,
|
||||
$startYear, $year, $month, $cityRate
|
||||
);
|
||||
$lastWarLog = Util::mapWithKey(function($key, $values){
|
||||
return ConvertLog(join('<br>', $values));
|
||||
}, $attacker->getLogger()->rollback());
|
||||
|
||||
$avgPhase += $attacker->getPhase() / $repeatCnt;
|
||||
|
||||
$killed = $attacker->getKilled();
|
||||
$dead = $attacker->getDead();
|
||||
|
||||
$attackerKilled += $killed / $repeatCnt;
|
||||
$attackerDead += $dead / $repeatCnt;
|
||||
|
||||
$attackerMaxKilled = max($attackerMaxKilled, $killed);
|
||||
$attackerMinKilled = min($attackerMinKilled, $killed);
|
||||
|
||||
$attackerMaxDead = max($attackerMaxDead, $dead);
|
||||
$attackerMinDead = min($attackerMinDead, $dead);
|
||||
|
||||
$attackerAvgRice += $attackerRice / $repeatCnt;
|
||||
$defenderAvgRice += $defenderRice / $repeatCnt;
|
||||
|
||||
$avgWar += count($battleResult) / $repeatCnt;
|
||||
|
||||
foreach($attacker->getActivatedSkillLog() as $skillName => $skillCnt){
|
||||
if(!key_exists($skillName, $attackerActivatedSkills)){
|
||||
$attackerActivatedSkills[$skillName] = $skillCnt / $repeatCnt;
|
||||
}
|
||||
else{
|
||||
$attackerActivatedSkills[$skillName] += $skillCnt / $repeatCnt;
|
||||
}
|
||||
}
|
||||
|
||||
foreach($battleResult as $idx=>$defender){
|
||||
while($idx >= count($defendersActivatedSkills)){
|
||||
$defendersActivatedSkills[] = [];
|
||||
}
|
||||
|
||||
$activatedSkills = &$defendersActivatedSkills[$idx];
|
||||
foreach($defender->getActivatedSkillLog() as $skillName => $skillCnt){
|
||||
if(!key_exists($skillName, $activatedSkills)){
|
||||
$activatedSkills[$skillName] = $skillCnt / $repeatCnt;
|
||||
}
|
||||
else{
|
||||
$activatedSkills[$skillName] += $skillCnt / $repeatCnt;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Json::die([
|
||||
'result'=>true,
|
||||
'datetime'=>$rawAttacker['turntime'],
|
||||
'reason'=>'success',
|
||||
'lastWarLog'=>$lastWarLog,
|
||||
'avgWar'=>$avgWar,
|
||||
'phase'=>$avgPhase,
|
||||
'killed'=>$attackerKilled,
|
||||
'maxKilled'=>$attackerMaxKilled,
|
||||
'minKilled'=>$attackerMinKilled,
|
||||
'dead'=>$attackerDead,
|
||||
'maxDead'=>$attackerMaxDead,
|
||||
'minDead'=>$attackerMinDead,
|
||||
'attackerRice'=>$attackerAvgRice,
|
||||
'defenderRice'=>$defenderAvgRice,
|
||||
'attackerSkills'=>$attackerActivatedSkills,
|
||||
'defendersSkills'=>$defendersActivatedSkills,
|
||||
]);
|
||||
|
||||
@@ -207,6 +207,10 @@ jQuery(function($) {
|
||||
setVal('.form_dex5', data.dex5);
|
||||
setVal('.form_defence_train', data.defence_train);
|
||||
|
||||
setVal('.form_warnum', data.warnum);
|
||||
setVal('.form_killnum', data.killnum);
|
||||
setVal('.form_killcrew', data.killcrew);
|
||||
|
||||
if (!setGeneralNo($general, data.no)) {
|
||||
setGeneralNo($general, generateNewGeneralNo());
|
||||
}
|
||||
@@ -252,7 +256,13 @@ jQuery(function($) {
|
||||
dex3: getInt('.form_dex3'),
|
||||
dex4: getInt('.form_dex4'),
|
||||
dex5: getInt('.form_dex5'),
|
||||
|
||||
defence_train: getInt('.form_defence_train'),
|
||||
|
||||
warnum: getInt('.form_warnum'),
|
||||
killnum: getInt('.form_killnum'),
|
||||
killcrew: getInt('.form_killcrew'),
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,35 +1,35 @@
|
||||
<?php
|
||||
namespace sammo\ActionItem;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\GeneralTrigger;
|
||||
use \sammo\GeneralTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_전투치료발동;
|
||||
use sammo\WarUnitTrigger\che_전투치료시도;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
|
||||
class che_의술_청낭서 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 23;
|
||||
protected $rawName = '청낭서';
|
||||
protected $name = '청낭서(의술)';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
|
||||
protected $cost = 200;
|
||||
protected $consumable = false;
|
||||
|
||||
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
|
||||
return new GeneralTriggerCaller(
|
||||
new GeneralTrigger\che_도시치료($general)
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
|
||||
{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
|
||||
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
|
||||
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionItem;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\GeneralTrigger;
|
||||
use \sammo\GeneralTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_전투치료발동;
|
||||
use sammo\WarUnitTrigger\che_전투치료시도;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
|
||||
class che_의술_청낭서 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 23;
|
||||
protected $rawName = '청낭서';
|
||||
protected $name = '청낭서(의술)';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
|
||||
protected $cost = 200;
|
||||
protected $consumable = false;
|
||||
|
||||
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
|
||||
return new GeneralTriggerCaller(
|
||||
new GeneralTrigger\che_도시치료($general)
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
|
||||
{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
|
||||
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
|
||||
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,35 +1,35 @@
|
||||
<?php
|
||||
namespace sammo\ActionItem;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\GeneralTrigger;
|
||||
use \sammo\GeneralTriggerCaller;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_전투치료발동;
|
||||
use sammo\WarUnitTrigger\che_전투치료시도;
|
||||
|
||||
class che_의술_태평청령 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 24;
|
||||
protected $rawName = '태평청령';
|
||||
protected $name = '태평청령(의술)';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
|
||||
protected $cost = 200;
|
||||
protected $consumable = false;
|
||||
|
||||
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
|
||||
return new GeneralTriggerCaller(
|
||||
new GeneralTrigger\che_도시치료($general)
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
|
||||
{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
|
||||
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
|
||||
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionItem;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\GeneralTrigger;
|
||||
use \sammo\GeneralTriggerCaller;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_전투치료발동;
|
||||
use sammo\WarUnitTrigger\che_전투치료시도;
|
||||
|
||||
class che_의술_태평청령 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 24;
|
||||
protected $rawName = '태평청령';
|
||||
protected $name = '태평청령(의술)';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
|
||||
protected $cost = 200;
|
||||
protected $consumable = false;
|
||||
|
||||
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
|
||||
return new GeneralTriggerCaller(
|
||||
new GeneralTrigger\che_도시치료($general)
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
|
||||
{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_전투치료시도($unit, BaseWarUnitTrigger::TYPE_ITEM),
|
||||
new che_전투치료발동($unit, BaseWarUnitTrigger::TYPE_ITEM)
|
||||
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,28 +1,28 @@
|
||||
<?php
|
||||
namespace sammo\ActionItem;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\WarUnitTrigger\che_저격시도;
|
||||
use \sammo\WarUnitTrigger\che_저격발동;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
|
||||
class che_저격_수극 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 2;
|
||||
protected $rawName = '수극';
|
||||
protected $name = '수극(저격)';
|
||||
protected $info = '[전투] 전투 개시 전 20% 확률로 저격 시도. 1회용';
|
||||
protected $cost = 1000;
|
||||
protected $consumable = true;
|
||||
protected $buyable = true;
|
||||
protected $reqSecu = 1000;
|
||||
|
||||
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_저격시도($unit, BaseWarUnitTrigger::TYPE_CONSUMABLE_ITEM, 0.2, 20, 40),
|
||||
new che_저격발동($unit)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionItem;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\WarUnitTrigger\che_저격시도;
|
||||
use \sammo\WarUnitTrigger\che_저격발동;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
|
||||
class che_저격_수극 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 2;
|
||||
protected $rawName = '수극';
|
||||
protected $name = '수극(저격)';
|
||||
protected $info = '[전투] 전투 개시 전 50% 확률로 저격 시도. 1회용';
|
||||
protected $cost = 1000;
|
||||
protected $consumable = true;
|
||||
protected $buyable = true;
|
||||
protected $reqSecu = 1000;
|
||||
|
||||
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_저격시도($unit, BaseWarUnitTrigger::TYPE_CONSUMABLE_ITEM, 0.5, 20, 40),
|
||||
new che_저격발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,7 @@ class event_전투특기_격노 extends \sammo\BaseItem{
|
||||
protected $id = 74;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(격노)';
|
||||
protected $info = '[전투] 상대방 필살 및 회피 시도시 일정 확률로 격노(필살) 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
|
||||
protected $info = '[전투] 상대방 필살 시 격노(필살) 발동, 회피 시도시 25% 확률로 격노 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
|
||||
@@ -12,7 +12,7 @@ class event_전투특기_공성 extends \sammo\BaseItem{
|
||||
protected $id = 53;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(공성)';
|
||||
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%';
|
||||
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 차병 숙련을 가산';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -32,4 +32,18 @@ class event_전투특기_공성 extends \sammo\BaseItem{
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_CASTLE;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,7 @@ class event_전투특기_궁병 extends \sammo\BaseItem{
|
||||
protected $id = 51;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(궁병)';
|
||||
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p';
|
||||
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 궁병 숙련을 가산';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -29,6 +29,16 @@ class event_전투특기_궁병 extends \sammo\BaseItem{
|
||||
if($statName === 'warAvoidRatio'){
|
||||
return $value + 0.2;
|
||||
}
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_ARCHER;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,7 @@ class event_전투특기_귀병 extends \sammo\BaseItem{
|
||||
protected $id = 40;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(귀병)';
|
||||
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p';
|
||||
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 귀병 숙련을 가산';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -29,6 +29,16 @@ class event_전투특기_귀병 extends \sammo\BaseItem{
|
||||
if($statName === 'warMagicSuccessProb'){
|
||||
return $value + 0.2;
|
||||
}
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_WIZARD;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,7 @@ class event_전투특기_기병 extends \sammo\BaseItem{
|
||||
protected $id = 52;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(기병)';
|
||||
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%';
|
||||
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 기병 숙련을 가산';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -31,4 +31,18 @@ class event_전투특기_기병 extends \sammo\BaseItem{
|
||||
}
|
||||
return [1.1, 1];
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_CAVALRY;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -7,13 +7,14 @@ use \sammo\WarUnit;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\WarActivateSkills;
|
||||
use \sammo\WarUnitTrigger\che_돌격지속;
|
||||
|
||||
class event_전투특기_돌격 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 60;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(돌격)';
|
||||
protected $info = '[전투] 상대 회피 불가, 공격 시 전투 페이즈 +1, 공격 시 대미지 +10%';
|
||||
protected $info = '[전투] 공격 시 대등/유리한 병종에게는 퇴각 전까지 전투, 공격 시 페이즈 + 2, 공격 시 대미지 +5%';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -21,21 +22,20 @@ class event_전투특기_돌격 extends \sammo\BaseItem{
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'initWarPhase'){
|
||||
return $value + 1;
|
||||
return $value + 2;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1.1, 1];
|
||||
return [1.05, 1];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
(new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '회피불가'))->setPriority(BaseWarUnitTrigger::PRIORITY_BEGIN + 200)
|
||||
new che_돌격지속($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -4,13 +4,14 @@ use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\Util;
|
||||
|
||||
class event_전투특기_무쌍 extends \sammo\BaseItem{
|
||||
|
||||
protected $id = 61;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(무쌍)';
|
||||
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p';
|
||||
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p, <br>승리 수만큼 대미지 0.20%씩 추가 상승(최대40%)<br>승리 수만큼 피해 0.05%씩 감소(최대50%)';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -24,6 +25,11 @@ class event_전투특기_무쌍 extends \sammo\BaseItem{
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
return [1.1, 1];
|
||||
$attackMultiplier = 1.1;
|
||||
$defenceMultiplier = 1;
|
||||
$killnum = $unit->getGeneral()->getRankVar('killnum');
|
||||
$attackMultiplier += Util::valueFit($killnum * 0.01 * 0.2, null, 0.4);
|
||||
$defenceMultiplier -= Util::valueFit($killnum * 0.01 * 0.05, null, 0.5);
|
||||
return [$attackMultiplier, $defenceMultiplier];
|
||||
}
|
||||
}
|
||||
@@ -15,7 +15,7 @@ class event_전투특기_반계 extends \sammo\BaseItem{
|
||||
protected $id = 45;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(반계)';
|
||||
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +100%)';
|
||||
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -23,15 +23,15 @@ class event_전투특기_반계 extends \sammo\BaseItem{
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warMagicSuccessDamage' && $aux === '반목'){
|
||||
return $value + 0.4;
|
||||
return $value + 0.9;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_ITEM, false, '계략약화'),
|
||||
new che_반계시도($unit, che_반계시도::TYPE_ITEM),
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '계략약화'),
|
||||
new che_반계시도($unit),
|
||||
new che_반계발동($unit)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ class event_전투특기_보병 extends \sammo\BaseItem{
|
||||
protected $id = 50;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(보병)';
|
||||
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%';
|
||||
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 보병 숙련을 가산';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -32,4 +32,18 @@ class event_전투특기_보병 extends \sammo\BaseItem{
|
||||
}
|
||||
return [1, 0.8];
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_FOOTMAN;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,7 @@ class event_전투특기_위압 extends \sammo\BaseItem{
|
||||
protected $id = 63;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(위압)';
|
||||
protected $info = '[전투] 훈련/사기≥90, 병력≥1,000 일 때 첫 페이즈 위압 발동(적 공격 불가)';
|
||||
protected $info = '[전투] 첫 페이즈 위압 발동(적 공격, 회피 불가, 사기 5 감소)';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
|
||||
@@ -16,7 +16,7 @@ class event_전투특기_의술 extends \sammo\BaseItem{
|
||||
protected $id = 73;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(의술)';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
|
||||
@@ -13,7 +13,7 @@ class event_전투특기_저격 extends \sammo\BaseItem{
|
||||
protected $id = 70;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(저격)';
|
||||
protected $info = '[전투] 새로운 상대와 전투 시 1/3 확률로 저격 발동, 성공 시 사기+10';
|
||||
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -21,7 +21,7 @@ class event_전투특기_저격 extends \sammo\BaseItem{
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_저격시도($unit, che_저격시도::TYPE_ITEM, 1/3, 20, 60),
|
||||
new che_저격시도($unit, che_저격시도::TYPE_ITEM, 0.5, 10, 40),
|
||||
new che_저격발동($unit, che_저격발동::TYPE_ITEM)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ class event_전투특기_필살 extends \sammo\BaseItem{
|
||||
protected $id = 71;
|
||||
protected $rawName = '비급';
|
||||
protected $name = '비급(필살)';
|
||||
protected $info = '[전투] 필살 확률 +20%p, 필살 발동시 대상 회피 불가';
|
||||
protected $info = '[전투] 필살 확률 +25%p, 필살 발동시 대상 회피 불가';
|
||||
protected $cost = 100;
|
||||
protected $buyable = true;
|
||||
protected $consumable = false;
|
||||
@@ -20,7 +20,7 @@ class event_전투특기_필살 extends \sammo\BaseItem{
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warCriticalRatio'){
|
||||
return $value + 0.2;
|
||||
return $value + 0.25;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
@@ -1,29 +1,29 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_격노시도;
|
||||
use sammo\WarUnitTrigger\che_격노발동;
|
||||
|
||||
class che_격노 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 74;
|
||||
protected $name = '격노';
|
||||
protected $info = '[전투] 상대방 필살 및 회피 시도시 일정 확률로 격노(필살) 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
];
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_격노시도($unit),
|
||||
new che_격노발동($unit)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_격노시도;
|
||||
use sammo\WarUnitTrigger\che_격노발동;
|
||||
|
||||
class che_격노 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 74;
|
||||
protected $name = '격노';
|
||||
protected $info = '[전투] 상대방 필살 시 격노(필살) 발동, 회피 시도시 25% 확률로 격노 발동, 공격 시 일정 확률로 진노(1페이즈 추가)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
];
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_격노시도($unit),
|
||||
new che_격노발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,40 +1,40 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitTrigger\che_부상무효;
|
||||
use sammo\WarUnitTrigger\WarActivateSkills;
|
||||
|
||||
class che_견고 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 62;
|
||||
protected $name = '견고';
|
||||
protected $info = '[전투] 상대 필살, 격노, 위압, 저격 불가, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -5%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_부상무효($unit, BaseWarUnitTrigger::TYPE_NONE),
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '저격불가')
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '필살불가', '위압불가', '격노불가', '계략약화', '저격불가')
|
||||
);
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
return [1, 0.95];
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitTrigger\che_부상무효;
|
||||
use sammo\WarUnitTrigger\WarActivateSkills;
|
||||
|
||||
class che_견고 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 62;
|
||||
protected $name = '견고';
|
||||
protected $info = '[전투] 상대 필살, 저격 불가, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_부상무효($unit, BaseWarUnitTrigger::TYPE_NONE),
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '저격불가')
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '필살불가', '계략약화', '저격불가')
|
||||
);
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
return [1, 0.9];
|
||||
}
|
||||
}
|
||||
@@ -1,36 +1,50 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\WarUnitCity;
|
||||
|
||||
class che_공성 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 53;
|
||||
protected $name = '공성';
|
||||
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_SIEGE,
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_SIEGE) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->getOppose() instanceof WarUnitCity){
|
||||
return [2, 1];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\WarUnitCity;
|
||||
|
||||
class che_공성 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 53;
|
||||
protected $name = '공성';
|
||||
protected $info = '[군사] 차병 계통 징·모병비 -10%<br>[전투] 성벽 공격 시 대미지 +100%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 차병 숙련을 가산';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_SIEGE,
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_SIEGE) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->getOppose() instanceof WarUnitCity){
|
||||
return [2, 1];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_CASTLE;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@ class che_궁병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 51;
|
||||
protected $name = '궁병';
|
||||
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p';
|
||||
protected $info = '[군사] 궁병 계통 징·모병비 -10%<br>[전투] 회피 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 궁병 숙련을 가산';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
@@ -31,6 +31,16 @@ class che_궁병 extends \sammo\BaseSpecial{
|
||||
if($statName === 'warAvoidRatio'){
|
||||
return $value + 0.2;
|
||||
}
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_ARCHER;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -1,35 +1,45 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_귀병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 40;
|
||||
protected $name = '귀병';
|
||||
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_INTEL | SpecialityHelper::ARMY_WIZARD | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::STAT_NOT_STRENGTH
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_WIZARD) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warMagicSuccessProb'){
|
||||
return $value + 0.2;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_귀병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 40;
|
||||
protected $name = '귀병';
|
||||
protected $info = '[군사] 귀병 계통 징·모병비 -10%<br>[전투] 계략 성공 확률 +20%p,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 귀병 숙련을 가산';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_INTEL | SpecialityHelper::ARMY_WIZARD | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::STAT_NOT_STRENGTH
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_WIZARD) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warMagicSuccessProb'){
|
||||
return $value + 0.2;
|
||||
}
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_WIZARD;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -1,36 +1,50 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_기병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 52;
|
||||
protected $name = '기병';
|
||||
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY | SpecialityHelper::STAT_NOT_INTEL,
|
||||
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_CAVALRY) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1.2, 1];
|
||||
}
|
||||
return [1.1, 1];
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_기병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 52;
|
||||
protected $name = '기병';
|
||||
protected $info = '[군사] 기병 계통 징·모병비 -10%<br>[전투] 수비 시 대미지 +10%, 공격 시 대미지 +20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 기병 숙련을 가산';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY | SpecialityHelper::STAT_NOT_INTEL,
|
||||
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_CAVALRY
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_CAVALRY) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1.2, 1];
|
||||
}
|
||||
return [1.1, 1];
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_CAVALRY;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -1,42 +1,42 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\WarActivateSkills;
|
||||
|
||||
class che_돌격 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 60;
|
||||
protected $name = '돌격';
|
||||
protected $info = '[전투] 상대 회피 불가, 공격 시 전투 페이즈 +1, 공격 시 대미지 +10%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'initWarPhase'){
|
||||
return $value + 1;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1.1, 1];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
(new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '회피불가'))->setPriority(BaseWarUnitTrigger::PRIORITY_BEGIN + 200)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\WarActivateSkills;
|
||||
use \sammo\WarUnitTrigger\che_돌격지속;
|
||||
|
||||
class che_돌격 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 60;
|
||||
protected $name = '돌격';
|
||||
protected $info = '[전투] 공격 시 대등/유리한 병종에게는 퇴각 전까지 전투, 공격 시 페이즈 + 2, 공격 시 대미지 +5%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'initWarPhase'){
|
||||
return $value + 2;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1.05, 1];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_돌격지속($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,30 +1,36 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_무쌍 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 61;
|
||||
protected $name = '무쌍';
|
||||
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warCriticalRatio' && $aux['isAttacker']??false){
|
||||
return $value += 0.1;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
return [1.1, 1];
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use \sammo\Util;
|
||||
|
||||
class che_무쌍 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 61;
|
||||
protected $name = '무쌍';
|
||||
protected $info = '[전투] 대미지 +10%, 공격 시 필살 확률 +10%p, <br>승리 수만큼 대미지 0.20%씩 추가 상승(최대40%)<br>승리 수만큼 피해 0.05%씩 감소(최대50%)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warCriticalRatio' && $aux['isAttacker']??false){
|
||||
return $value += 0.1;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
$attackMultiplier = 1.1;
|
||||
$defenceMultiplier = 1;
|
||||
$killnum = $unit->getGeneral()->getRankVar('killnum');
|
||||
$attackMultiplier += Util::valueFit($killnum * 0.01 * 0.2, null, 0.4);
|
||||
$defenceMultiplier -= Util::valueFit($killnum * 0.01 * 0.05, null, 0.5);
|
||||
return [$attackMultiplier, $defenceMultiplier];
|
||||
}
|
||||
}
|
||||
@@ -1,39 +1,39 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTrigger\WarActivateSkills;
|
||||
use \sammo\WarUnitTrigger\che_반계시도;
|
||||
use \sammo\WarUnitTrigger\che_반계발동;
|
||||
|
||||
class che_반계 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 45;
|
||||
protected $name = '반계';
|
||||
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +100%)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_INTEL,
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warMagicSuccessDamage' && $aux === '반목'){
|
||||
return $value + 0.4;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '계략약화'),
|
||||
new che_반계시도($unit),
|
||||
new che_반계발동($unit)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use \sammo\BaseWarUnitTrigger;
|
||||
use \sammo\WarUnitTrigger\WarActivateSkills;
|
||||
use \sammo\WarUnitTrigger\che_반계시도;
|
||||
use \sammo\WarUnitTrigger\che_반계발동;
|
||||
|
||||
class che_반계 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 45;
|
||||
protected $name = '반계';
|
||||
protected $info = '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_INTEL,
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warMagicSuccessDamage' && $aux === '반목'){
|
||||
return $value + 0.9;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_NONE, false, '계략약화'),
|
||||
new che_반계시도($unit),
|
||||
new che_반계발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,36 +1,50 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_보병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 50;
|
||||
protected $name = '보병';
|
||||
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN | SpecialityHelper::STAT_NOT_INTEL,
|
||||
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_FOOTMAN) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1, 0.9];
|
||||
}
|
||||
return [1, 0.8];
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\GameUnitConst;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_보병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 50;
|
||||
protected $name = '보병';
|
||||
protected $info = '[군사] 보병 계통 징·모병비 -10%<br>[전투] 공격 시 아군 피해 -10%, 수비 시 아군 피해 -20%,<br>공격시 상대 병종에/수비시 자신 병종 숙련에 보병 숙련을 가산';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN | SpecialityHelper::STAT_NOT_INTEL,
|
||||
SpecialityHelper::STAT_STRENGTH | SpecialityHelper::REQ_DEXTERITY | SpecialityHelper::ARMY_FOOTMAN
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost' && $aux['armType'] == GameUnitConst::T_FOOTMAN) return $value * 0.9;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
if($unit->isAttacker()){
|
||||
return [1, 0.9];
|
||||
}
|
||||
return [1, 0.8];
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if(\sammo\Util::starts_with($statName, 'dex')){
|
||||
$myArmType = 'dex'.GameUnitConst::T_FOOTMAN;
|
||||
$opposeArmType = 'dex'.$aux['opposeType']->armType;;
|
||||
if($aux['isAttacker'] && $opposeArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
if(!$aux['isAttacker'] && $myArmType === $statName){
|
||||
return $value + $general->getVar($myArmType);
|
||||
}
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -1,32 +1,29 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use \sammo\WarUnitTrigger\che_위압시도;
|
||||
use \sammo\WarUnitTrigger\che_위압발동;
|
||||
|
||||
class che_위압 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 63;
|
||||
protected $name = '위압';
|
||||
protected $info = '[전투] 훈련/사기≥90, 병력≥1,000 일 때 첫 페이즈 위압 발동(적 공격 불가)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
if($unit->getPhase() != 0){
|
||||
return null;
|
||||
}
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_위압시도($unit),
|
||||
new che_위압발동($unit)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use \sammo\WarUnitTrigger\che_위압시도;
|
||||
use \sammo\WarUnitTrigger\che_위압발동;
|
||||
|
||||
class che_위압 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 63;
|
||||
protected $name = '위압';
|
||||
protected $info = '[전투] 첫 페이즈 위압 발동(적 공격, 회피 불가, 사기 5 감소)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_STRENGTH
|
||||
];
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_위압시도($unit),
|
||||
new che_위압발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,41 +1,41 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use sammo\BaseGeneralTrigger;
|
||||
use sammo\SpecialityHelper;
|
||||
use \sammo\General;
|
||||
use \sammo\GeneralTrigger;
|
||||
use \sammo\GeneralTriggerCaller;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTrigger\che_전투치료발동;
|
||||
use sammo\WarUnitTrigger\che_전투치료시도;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
|
||||
class che_의술 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 73;
|
||||
protected $name = '의술';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 20% 확률로 치료 발동(아군 피해 1/3 감소)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_PERCENT;
|
||||
static $selectWeight = 2;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
|
||||
return new GeneralTriggerCaller(
|
||||
new GeneralTrigger\che_도시치료($general)
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
|
||||
{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_전투치료시도($unit),
|
||||
new che_전투치료발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use sammo\BaseGeneralTrigger;
|
||||
use sammo\SpecialityHelper;
|
||||
use \sammo\General;
|
||||
use \sammo\GeneralTrigger;
|
||||
use \sammo\GeneralTriggerCaller;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTrigger\che_전투치료발동;
|
||||
use sammo\WarUnitTrigger\che_전투치료시도;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
|
||||
class che_의술 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 73;
|
||||
protected $name = '의술';
|
||||
protected $info = '[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 1/3 감소, 부상 회복)';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_PERCENT;
|
||||
static $selectWeight = 2;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function getPreTurnExecuteTriggerList(General $general):?GeneralTriggerCaller{
|
||||
return new GeneralTriggerCaller(
|
||||
new GeneralTrigger\che_도시치료($general)
|
||||
);
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(\sammo\WarUnit $unit): ?WarUnitTriggerCaller
|
||||
{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_전투치료시도($unit),
|
||||
new che_전투치료발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,31 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use \sammo\WarUnitTrigger\che_저격시도;
|
||||
use \sammo\WarUnitTrigger\che_저격발동;
|
||||
|
||||
class che_저격 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 70;
|
||||
protected $name = '저격';
|
||||
protected $info = '[전투] 새로운 상대와 전투 시 1/3 확률로 저격 발동, 성공 시 사기+10';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_저격시도($unit, che_저격시도::TYPE_NONE, 1/3, 20, 60),
|
||||
new che_저격발동($unit)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use \sammo\WarUnitTrigger\che_저격시도;
|
||||
use \sammo\WarUnitTrigger\che_저격발동;
|
||||
|
||||
class che_저격 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 70;
|
||||
protected $name = '저격';
|
||||
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_저격시도($unit, che_저격시도::TYPE_NONE, 0.5, 10, 40),
|
||||
new che_저격발동($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,36 +1,36 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_징병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 72;
|
||||
protected $name = '징병';
|
||||
protected $info = '[군사] 징·모병비 -50%, 통솔 순수 능력치 보정 +15%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost') return $value * 0.5;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'leadership'){
|
||||
return $value *= 1.15;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_징병 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 72;
|
||||
protected $name = '징병';
|
||||
protected $info = '[군사] 징·모병비 -50%, 통솔 순수 능력치 보정 +25%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function onCalcDomestic(string $turnType, string $varType, float $value, $aux=null):float{
|
||||
if(in_array($turnType, ['징병', '모병'])){
|
||||
if($varType == 'cost') return $value * 0.5;
|
||||
}
|
||||
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'leadership'){
|
||||
return $value + $general->getVar('leadership') * 0.25;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
}
|
||||
@@ -1,29 +1,29 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_척사 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 75;
|
||||
protected $name = '척사';
|
||||
protected $info = '[전투] 지역·도시 병종 상대로 대미지 +10%, 아군 피해 -10%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
$opposeCrewType = $unit->getOppose()->getCrewType();
|
||||
if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
|
||||
return [1.1, 0.9];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
|
||||
class che_척사 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 75;
|
||||
protected $name = '척사';
|
||||
protected $info = '[전투] 지역·도시 병종 상대로 대미지 +15%, 아군 피해 -15%';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function getWarPowerMultiplier(WarUnit $unit):array{
|
||||
$opposeCrewType = $unit->getOppose()->getCrewType();
|
||||
if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
|
||||
return [1.15, 0.85];
|
||||
}
|
||||
return [1, 1];
|
||||
}
|
||||
}
|
||||
@@ -1,36 +1,36 @@
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_필살강화_회피불가;
|
||||
|
||||
class che_필살 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 71;
|
||||
protected $name = '필살';
|
||||
protected $info = '[전투] 필살 확률 +20%p, 필살 발동시 대상 회피 불가';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warCriticalRatio'){
|
||||
return $value + 0.2;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_필살강화_회피불가($unit)
|
||||
);
|
||||
}
|
||||
<?php
|
||||
namespace sammo\ActionSpecialWar;
|
||||
use \sammo\iAction;
|
||||
use \sammo\General;
|
||||
use \sammo\SpecialityHelper;
|
||||
use \sammo\WarUnit;
|
||||
use sammo\WarUnitTriggerCaller;
|
||||
use sammo\WarUnitTrigger\che_필살강화_회피불가;
|
||||
|
||||
class che_필살 extends \sammo\BaseSpecial{
|
||||
|
||||
protected $id = 71;
|
||||
protected $name = '필살';
|
||||
protected $info = '[전투] 필살 확률 +25%p, 필살 발동시 대상 회피 불가';
|
||||
|
||||
static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
|
||||
static $selectWeight = 1;
|
||||
static $type = [
|
||||
SpecialityHelper::STAT_LEADERSHIP,
|
||||
SpecialityHelper::STAT_STRENGTH,
|
||||
SpecialityHelper::STAT_INTEL
|
||||
];
|
||||
|
||||
public function onCalcStat(General $general, string $statName, $value, $aux=null){
|
||||
if($statName === 'warCriticalRatio'){
|
||||
return $value + 0.25;
|
||||
}
|
||||
return $value;
|
||||
}
|
||||
|
||||
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
|
||||
return new WarUnitTriggerCaller(
|
||||
new che_필살강화_회피불가($unit)
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -247,9 +247,9 @@ class WarUnit{
|
||||
$warPower *= $this->getComputedAtmos();
|
||||
$warPower /= $oppose->getComputedTrain();
|
||||
|
||||
$genDexAtt = $this->getDex($this->getCrewType());
|
||||
$genDexAtt = $this->getDex($this->getCrewType(), true);
|
||||
|
||||
$oppDexDef = $oppose->getDex($this->getCrewType());
|
||||
$oppDexDef = $oppose->getDex($this->getCrewType(), false);
|
||||
|
||||
$warPower *= getDexLog($genDexAtt, $oppDexDef);
|
||||
|
||||
|
||||
+164
-164
@@ -1,165 +1,165 @@
|
||||
<?php
|
||||
namespace sammo;
|
||||
|
||||
class WarUnitCity extends WarUnit{
|
||||
use LazyVarUpdater;
|
||||
|
||||
protected $hp;
|
||||
|
||||
protected $cityRate;
|
||||
|
||||
function __construct($raw, $rawNation, int $year, int $month, $cityRate){
|
||||
$general = new DummyGeneral(false);
|
||||
$general->setVar('city', $raw['city']);
|
||||
$general->setVar('nation', $raw['nation']);
|
||||
$general->initLogger($year, $month);
|
||||
$this->general = $general;
|
||||
$this->raw = $raw;
|
||||
$this->rawNation = $rawNation;
|
||||
|
||||
$this->isAttacker = false;
|
||||
$this->cityRate = $cityRate;
|
||||
|
||||
$this->logger = $general->getLogger();
|
||||
$this->crewType = GameUnitConst::byID(GameUnitConst::CREWTYPE_CASTLE);
|
||||
|
||||
$this->hp = $this->getCityVar('def') * 10;
|
||||
|
||||
//수비자 보정
|
||||
if($this->getCityVar('level') == 1){
|
||||
$this->trainBonus += 5;
|
||||
}
|
||||
else if($this->getCityVar('level') == 3){
|
||||
$this->trainBonus += 5;
|
||||
}
|
||||
}
|
||||
|
||||
function getName():string{
|
||||
return $this->getVar('name');
|
||||
}
|
||||
|
||||
function getCityVar(string $key){
|
||||
return $this->raw[$key];
|
||||
}
|
||||
|
||||
function getComputedAttack(){
|
||||
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
function getComputedDefence(){
|
||||
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
function increaseKilled(int $damage):int{
|
||||
$this->killed += $damage;
|
||||
$this->killedCurr += $damage;
|
||||
return $this->killed;
|
||||
}
|
||||
|
||||
function getComputedTrain(){
|
||||
return $this->cityRate + $this->trainBonus;
|
||||
}
|
||||
|
||||
function getComputedAtmos(){
|
||||
return $this->cityRate + $this->atmosBonus;
|
||||
}
|
||||
|
||||
function getHP():int{
|
||||
return $this->hp;
|
||||
}
|
||||
|
||||
function getDex(GameUnitDetail $crewType){
|
||||
return ($this->cityRate - 60) * 7200;
|
||||
}
|
||||
|
||||
function decreaseHP(int $damage):int{
|
||||
$damage = min($damage, $this->hp);
|
||||
$this->dead += $damage;
|
||||
$this->deadCurr += $damage;
|
||||
$this->hp -= $damage;
|
||||
$this->increaseVarWithLimit('wall', -$damage/20, 0);
|
||||
|
||||
return $this->hp;
|
||||
}
|
||||
|
||||
function continueWar(&$noRice):bool{
|
||||
//전투가 가능하면 true
|
||||
$noRice = false;
|
||||
if($this->getHP() <= 0){
|
||||
return false;
|
||||
}
|
||||
|
||||
//도시 성벽은 쌀이 소모된다고 항복하지 않음
|
||||
return true;
|
||||
}
|
||||
|
||||
function heavyDecreaseWealth(){
|
||||
$this->multiplyVar('agri', 0.5);
|
||||
$this->multiplyVar('comm', 0.5);
|
||||
$this->multiplyVar('secu', 0.5);
|
||||
}
|
||||
|
||||
function finishBattle(){
|
||||
if($this->isFinished){
|
||||
return;
|
||||
}
|
||||
$this->clearActivatedSkill();
|
||||
$this->isFinished = true;
|
||||
|
||||
$this->updateVar('def', Util::round($this->getHP() / 10));
|
||||
$this->updateVar('wall', Util::round($this->getVar('wall')));
|
||||
|
||||
//NOTE: 전투로 인한 사망자는 여기서 처리하지 않음
|
||||
|
||||
$decWealth = $this->getKilled() / 20;
|
||||
$this->increaseVarWithLimit('agri', -$decWealth, 0);
|
||||
$this->increaseVarWithLimit('comm', -$decWealth, 0);
|
||||
$this->increaseVarWithLimit('secu', -$decWealth, 0);
|
||||
}
|
||||
|
||||
function addConflict():bool{
|
||||
$conflict = Json::decode($this->getVar('conflict'));
|
||||
$oppose = $this->getOppose();
|
||||
|
||||
$nationID = $oppose->getNationVar('nation');
|
||||
$newConflict = false;
|
||||
|
||||
$dead = max(1, $this->dead);
|
||||
|
||||
if(!$conflict || $this->getHP() == 0){ // 선타, 막타 보너스
|
||||
$dead *= 1.05;
|
||||
}
|
||||
|
||||
if(!$conflict){
|
||||
$conflict = [$nationID => $dead];
|
||||
}
|
||||
else if(key_exists($nationID, $conflict)){
|
||||
$conflict[$nationID] += $dead;
|
||||
arsort($conflict);
|
||||
}
|
||||
else{
|
||||
$conflict[$nationID] = $dead;
|
||||
arsort($conflict);
|
||||
$newConflict = true;
|
||||
}
|
||||
|
||||
$this->updateVar('conflict', Json::encode($conflict));
|
||||
|
||||
return $newConflict;
|
||||
}
|
||||
|
||||
|
||||
function applyDB(\MeekroDB $db):bool{
|
||||
$updateVals = $this->getUpdatedValues();
|
||||
$this->getLogger()->rollback(); //수비 도시의 로그는 기록하지 않음
|
||||
|
||||
if(!$updateVals){
|
||||
return false;
|
||||
}
|
||||
|
||||
$db->update('city', $updateVals, 'city=%i', $this->raw['city']);
|
||||
$this->flushUpdateValues();
|
||||
return $db->affectedRows() > 0;
|
||||
}
|
||||
|
||||
<?php
|
||||
namespace sammo;
|
||||
|
||||
class WarUnitCity extends WarUnit{
|
||||
use LazyVarUpdater;
|
||||
|
||||
protected $hp;
|
||||
|
||||
protected $cityRate;
|
||||
|
||||
function __construct($raw, $rawNation, int $year, int $month, $cityRate){
|
||||
$general = new DummyGeneral(false);
|
||||
$general->setVar('city', $raw['city']);
|
||||
$general->setVar('nation', $raw['nation']);
|
||||
$general->initLogger($year, $month);
|
||||
$this->general = $general;
|
||||
$this->raw = $raw;
|
||||
$this->rawNation = $rawNation;
|
||||
|
||||
$this->isAttacker = false;
|
||||
$this->cityRate = $cityRate;
|
||||
|
||||
$this->logger = $general->getLogger();
|
||||
$this->crewType = GameUnitConst::byID(GameUnitConst::CREWTYPE_CASTLE);
|
||||
|
||||
$this->hp = $this->getCityVar('def') * 10;
|
||||
|
||||
//수비자 보정
|
||||
if($this->getCityVar('level') == 1){
|
||||
$this->trainBonus += 5;
|
||||
}
|
||||
else if($this->getCityVar('level') == 3){
|
||||
$this->trainBonus += 5;
|
||||
}
|
||||
}
|
||||
|
||||
function getName():string{
|
||||
return $this->getVar('name');
|
||||
}
|
||||
|
||||
function getCityVar(string $key){
|
||||
return $this->raw[$key];
|
||||
}
|
||||
|
||||
function getComputedAttack(){
|
||||
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
function getComputedDefence(){
|
||||
return ($this->raw['def'] + $this->raw['wall'] * 9) / 500 + 200;
|
||||
}
|
||||
|
||||
function increaseKilled(int $damage):int{
|
||||
$this->killed += $damage;
|
||||
$this->killedCurr += $damage;
|
||||
return $this->killed;
|
||||
}
|
||||
|
||||
function getComputedTrain(){
|
||||
return $this->cityRate + $this->trainBonus;
|
||||
}
|
||||
|
||||
function getComputedAtmos(){
|
||||
return $this->cityRate + $this->atmosBonus;
|
||||
}
|
||||
|
||||
function getHP():int{
|
||||
return $this->hp;
|
||||
}
|
||||
|
||||
function getDex(GameUnitDetail $crewType){
|
||||
return ($this->cityRate - 60) * 7200;
|
||||
}
|
||||
|
||||
function decreaseHP(int $damage):int{
|
||||
$damage = min($damage, $this->hp);
|
||||
$this->dead += $damage;
|
||||
$this->deadCurr += $damage;
|
||||
$this->hp -= $damage;
|
||||
$this->increaseVarWithLimit('wall', -$damage/20, 0);
|
||||
|
||||
return $this->hp;
|
||||
}
|
||||
|
||||
function continueWar(&$noRice):bool{
|
||||
//전투가 가능하면 true
|
||||
$noRice = false;
|
||||
if($this->getHP() <= 0){
|
||||
return false;
|
||||
}
|
||||
|
||||
//도시 성벽은 쌀이 소모된다고 항복하지 않음
|
||||
return true;
|
||||
}
|
||||
|
||||
function heavyDecreaseWealth(){
|
||||
$this->multiplyVar('agri', 0.5);
|
||||
$this->multiplyVar('comm', 0.5);
|
||||
$this->multiplyVar('secu', 0.5);
|
||||
}
|
||||
|
||||
function finishBattle(){
|
||||
if($this->isFinished){
|
||||
return;
|
||||
}
|
||||
$this->clearActivatedSkill();
|
||||
$this->isFinished = true;
|
||||
|
||||
$this->updateVar('def', Util::round($this->getHP() / 10));
|
||||
$this->updateVar('wall', Util::round($this->getVar('wall')));
|
||||
|
||||
//NOTE: 전투로 인한 사망자는 여기서 처리하지 않음
|
||||
|
||||
$decWealth = $this->getKilled() / 20;
|
||||
$this->increaseVarWithLimit('agri', -$decWealth, 0);
|
||||
$this->increaseVarWithLimit('comm', -$decWealth, 0);
|
||||
$this->increaseVarWithLimit('secu', -$decWealth, 0);
|
||||
}
|
||||
|
||||
function addConflict():bool{
|
||||
$conflict = Json::decode($this->getVar('conflict'));
|
||||
$oppose = $this->getOppose();
|
||||
|
||||
$nationID = $oppose->getNationVar('nation');
|
||||
$newConflict = false;
|
||||
|
||||
$dead = max(1, $this->dead);
|
||||
|
||||
if(!$conflict || $this->getHP() == 0){ // 선타, 막타 보너스
|
||||
$dead *= 1.05;
|
||||
}
|
||||
|
||||
if(!$conflict){
|
||||
$conflict = [$nationID => $dead];
|
||||
}
|
||||
else if(key_exists($nationID, $conflict)){
|
||||
$conflict[$nationID] += $dead;
|
||||
arsort($conflict);
|
||||
}
|
||||
else{
|
||||
$conflict[$nationID] = $dead;
|
||||
arsort($conflict);
|
||||
$newConflict = true;
|
||||
}
|
||||
|
||||
$this->updateVar('conflict', Json::encode($conflict));
|
||||
|
||||
return $newConflict;
|
||||
}
|
||||
|
||||
|
||||
function applyDB(\MeekroDB $db):bool{
|
||||
$updateVals = $this->getUpdatedValues();
|
||||
$this->getLogger()->rollback(); //수비 도시의 로그는 기록하지 않음
|
||||
|
||||
if(!$updateVals){
|
||||
return false;
|
||||
}
|
||||
|
||||
$db->update('city', $updateVals, 'city=%i', $this->raw['city']);
|
||||
$this->flushUpdateValues();
|
||||
return $db->affectedRows() > 0;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -62,7 +62,7 @@ class WarUnitGeneral extends WarUnit{
|
||||
|
||||
function getMaxPhase():int{
|
||||
$phase = $this->getCrewType()->speed;
|
||||
$phase = $this->general->onCalcStat($this->general, 'initWarPhase', $phase);
|
||||
$phase = $this->general->onCalcStat($this->general, 'initWarPhase', $phase, ['isAttacker'=>$this->isAttacker]);
|
||||
return $phase + $this->bonusPhase;
|
||||
}
|
||||
|
||||
@@ -75,12 +75,16 @@ class WarUnitGeneral extends WarUnit{
|
||||
}
|
||||
|
||||
function getDex(GameUnitDetail $crewType){
|
||||
return $this->general->getDex($crewType);
|
||||
$rawDex = $this->general->getDex($crewType);
|
||||
return $this->general->onCalcStat($this->general, 'dex'.$crewType->armType, $rawDex, [
|
||||
'isAttacker'=>$this->isAttacker,
|
||||
'opposeType'=>$this->oppose->getCrewType()
|
||||
]);
|
||||
}
|
||||
|
||||
function getComputedTrain(){
|
||||
$train = $this->general->getVar('train');
|
||||
$train = $this->general->onCalcStat($this->general, 'bonusTrain', $train);
|
||||
$train = $this->general->onCalcStat($this->general, 'bonusTrain', $train, ['isAttacker'=>$this->isAttacker]);
|
||||
$train += $this->trainBonus;
|
||||
|
||||
return $train;
|
||||
@@ -88,7 +92,7 @@ class WarUnitGeneral extends WarUnit{
|
||||
|
||||
function getComputedAtmos(){
|
||||
$atmos = $this->general->getVar('atmos');
|
||||
$atmos = $this->general->onCalcStat($this->general, 'bonusAtmos', $atmos);
|
||||
$atmos = $this->general->onCalcStat($this->general, 'bonusAtmos', $atmos, ['isAttacker'=>$this->isAttacker]);
|
||||
$atmos += $this->atmosBonus;
|
||||
|
||||
return $atmos;
|
||||
|
||||
@@ -1,41 +1,38 @@
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\Util;
|
||||
|
||||
class che_격노시도 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
if(!$oppose->hasActivatedSkill('필살') && !$oppose->hasActivatedSkill('회피')){
|
||||
return true;
|
||||
}
|
||||
if($self->hasActivatedSkill('격노불가')){
|
||||
return true;
|
||||
}
|
||||
|
||||
if($self->isAttacker()){
|
||||
if(Util::randBool(1/3)){
|
||||
$self->activateSkill('진노', '격노');
|
||||
$oppose->deactivateSkill('회피');
|
||||
}
|
||||
else if(Util::randBool(1/4)){
|
||||
$self->activateSkill('격노');
|
||||
$oppose->deactivateSkill('회피');
|
||||
}
|
||||
}
|
||||
else{
|
||||
if(Util::randBool(1/2)){
|
||||
$self->activateSkill('격노');
|
||||
$oppose->deactivateSkill('회피');
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\Util;
|
||||
|
||||
class che_격노시도 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
if(!$oppose->hasActivatedSkill('필살') && !$oppose->hasActivatedSkill('회피')){
|
||||
return true;
|
||||
}
|
||||
if($self->hasActivatedSkill('격노불가')){
|
||||
return true;
|
||||
}
|
||||
|
||||
if($oppose->hasActivatedSkill('필살')){
|
||||
$self->activateSkill('격노');
|
||||
$oppose->deactivateSkill('회피');
|
||||
if($self->isAttacker() && Util::randBool(1/3)){
|
||||
$self->activateSkill('진노');
|
||||
}
|
||||
}
|
||||
else if(Util::randBool(1/4)){
|
||||
$self->activateSkill('격노');
|
||||
$oppose->deactivateSkill('회피');
|
||||
if($self->isAttacker() && Util::randBool(1/3)){
|
||||
$self->activateSkill('진노');
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\ActionLogger;
|
||||
|
||||
class che_돌격지속 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 900;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
/** @var WarUnitGeneral $self */
|
||||
if($oppose instanceof WarUnitCity){
|
||||
return true;
|
||||
}
|
||||
if(!$self->isAttacker()){
|
||||
return true;
|
||||
}
|
||||
if($self->getPhase() < $self->getMaxPhase() - 1){
|
||||
return true;
|
||||
}
|
||||
$attackCoef = $self->getCrewType()->getAttackCoef($oppose->getCrewType());
|
||||
if($attackCoef < 1){
|
||||
return true;
|
||||
}
|
||||
$self->addBonusPhase(1);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1,26 +1,27 @@
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\ActionLogger;
|
||||
|
||||
class che_위압발동 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 700;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
if(!$self->hasActivatedSkill('위압')){
|
||||
return true;
|
||||
}
|
||||
|
||||
$oppose->getLogger()->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>', ActionLogger::PLAIN);
|
||||
$self->getLogger()->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>', ActionLogger::PLAIN);
|
||||
$oppose->setWarPowerMultiply(0);
|
||||
|
||||
return true;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\ActionLogger;
|
||||
|
||||
class che_위압발동 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 700;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
if(!$self->hasActivatedSkill('위압')){
|
||||
return true;
|
||||
}
|
||||
|
||||
$oppose->getLogger()->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>', ActionLogger::PLAIN);
|
||||
$self->getLogger()->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>', ActionLogger::PLAIN);
|
||||
$oppose->setWarPowerMultiply(0);
|
||||
$oppose->increaseVarWithLimit('atmos', -5, 40);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1,38 +1,30 @@
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\ObjectTrigger;
|
||||
|
||||
class che_위압시도 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_BEGIN + 100;
|
||||
|
||||
protected $woundMin;
|
||||
protected $woundMax;
|
||||
protected $ratio;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
|
||||
if($self->getPhase() != 0){
|
||||
return true;
|
||||
}
|
||||
if($self->getHP() < 1000){
|
||||
return true;
|
||||
}
|
||||
if($self->getComputedAtmos() < 90){
|
||||
return true;
|
||||
}
|
||||
if($self->getComputedTrain() < 90){
|
||||
return true;
|
||||
}
|
||||
if($self->hasActivatedSkill('위압불가')){
|
||||
return true;
|
||||
}
|
||||
|
||||
$self->activateSkill('위압');
|
||||
return true;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\ObjectTrigger;
|
||||
|
||||
class che_위압시도 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_BEGIN + 100;
|
||||
|
||||
protected $woundMin;
|
||||
protected $woundMax;
|
||||
protected $ratio;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
|
||||
if($self->getPhase() !== 0 && $oppose->getPhase() !== 0){
|
||||
return true;
|
||||
}
|
||||
if($self->hasActivatedSkill('위압불가')){
|
||||
return true;
|
||||
}
|
||||
|
||||
$self->activateSkill('위압');
|
||||
$oppose->activateSkill('회피불가', '필살불가', '계략불가');
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1,34 +1,35 @@
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\ActionLogger;
|
||||
|
||||
class che_전투치료발동 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
if(!$self->hasActivatedSkill('치료')){
|
||||
return true;
|
||||
}
|
||||
|
||||
if($selfEnv['치료발동']??false){
|
||||
return true;
|
||||
}
|
||||
$selfEnv['치료발동'] = true;
|
||||
|
||||
$oppose->getLogger()->pushGeneralBattleDetailLog("상대가 <C>치료</>했다!", ActionLogger::PLAIN);
|
||||
$self->getLogger()->pushGeneralBattleDetailLog("<C>치료</>했다!", ActionLogger::PLAIN);
|
||||
|
||||
$oppose->multiplyWarPowerMultiply(1/1.5);
|
||||
|
||||
$this->processConsumableItem();
|
||||
|
||||
return true;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
use sammo\ActionLogger;
|
||||
|
||||
class che_전투치료발동 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_POST + 300;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
if(!$self->hasActivatedSkill('치료')){
|
||||
return true;
|
||||
}
|
||||
|
||||
if($selfEnv['치료발동']??false){
|
||||
return true;
|
||||
}
|
||||
$selfEnv['치료발동'] = true;
|
||||
|
||||
$oppose->getLogger()->pushGeneralBattleDetailLog("상대가 <C>치료</>했다!", ActionLogger::PLAIN);
|
||||
$self->getLogger()->pushGeneralBattleDetailLog("<C>치료</>했다!", ActionLogger::PLAIN);
|
||||
|
||||
$oppose->multiplyWarPowerMultiply(0.5);
|
||||
$self->getGeneral()->setVar('injury', 0);
|
||||
|
||||
$this->processConsumableItem();
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1,31 +1,31 @@
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
|
||||
class che_전투치료시도 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_PRE + 300;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
|
||||
if($self->hasActivatedSkill('치료')){
|
||||
return true;
|
||||
}
|
||||
if($self->hasActivatedSkill('치료불가')){
|
||||
return true;
|
||||
}
|
||||
if(!Util::randBool(1/5)){
|
||||
return true;
|
||||
}
|
||||
|
||||
$self->activateSkill('치료');
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
<?php
|
||||
namespace sammo\WarUnitTrigger;
|
||||
use sammo\BaseWarUnitTrigger;
|
||||
use sammo\WarUnitGeneral;
|
||||
use sammo\WarUnitCity;
|
||||
use sammo\WarUnit;
|
||||
use sammo\GameUnitDetail;
|
||||
use sammo\Util;
|
||||
use sammo\ObjectTrigger;
|
||||
|
||||
class che_전투치료시도 extends BaseWarUnitTrigger{
|
||||
protected $priority = ObjectTrigger::PRIORITY_PRE + 300;
|
||||
|
||||
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
|
||||
assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
|
||||
if($self->hasActivatedSkill('치료')){
|
||||
return true;
|
||||
}
|
||||
if($self->hasActivatedSkill('치료불가')){
|
||||
return true;
|
||||
}
|
||||
if(!Util::randBool(0.4)){
|
||||
return true;
|
||||
}
|
||||
|
||||
$self->activateSkill('치료');
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user