stat 관련 데이터 수정

This commit is contained in:
2019-10-04 12:50:48 +09:00
parent 512266abf4
commit 4aef22aac8
9 changed files with 74 additions and 136 deletions
+8 -123
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@@ -3,130 +3,18 @@ namespace sammo;
use Constraint\Constraint;
/**
* 장수의 통솔을 받아옴
*
* @param array $general 장수 정보, leader, injury, lbonus, horse 사용
* @param bool $withInjury 부상값 사용 여부
* @param bool $withItem 아이템 적용 여부
* @param bool $withStatAdjust 추가 능력치 보정 사용 여부
* @param bool $useFloor 내림 사용 여부, false시 float 값을 반환할 수도 있음
*
* @return int|float 계산된 능력치
*/
function getGeneralLeadership($general, $withInjury, $withItem, $withStatAdjust, $useFloor = true){
if($general === null){
return 0;
}
$leadership = $general['leader'];
if($withInjury){
$leadership *= (100 - $general['injury']) / 100;
}
if($withStatAdjust){
if($general['special2'] == 72){
$leadership *= 1.15;
}
}
if(isset($general['lbonus'])){
$leadership += $general['lbonus'];
}
if($withItem){
$leadership += getHorseEff($general['horse']);
}
//$withStatAdjust는 통솔에서 미사용
if($useFloor){
return intval($leadership);
}
return $leadership;
}
/**
* 장수의 무력을 받아옴
*
* @param array $general 장수 정보, power, injury, weap 사용
* @param bool $withInjury 부상값 사용 여부
* @param bool $withItem 아이템 적용 여부
* @param bool $withStatAdjust 추가 능력치 보정 사용 여부
* @param bool $useFloor 내림 사용 여부, false시 float 값을 반환할 수도 있음
*
* @return int|float 계산된 능력치
*/
function getGeneralPower($general, $withInjury, $withItem, $withStatAdjust, $useFloor = true){
if($general === null){
return 0;
}
$power = $general['power'];
if($withInjury){
$power *= (100 - $general['injury']) / 100;
}
if($withItem){
$power += getWeapEff($general['weap']);
}
if($withStatAdjust){
$power += Util::round(getGeneralIntel($general, $withInjury, $withItem, false, false) / 4);
}
if($useFloor){
return intval($power);
}
return $power;
}
/**
* 장수의 지력을 받아옴
*
* @param array $general 장수 정보, intel, injury, book 사용
* @param bool $withInjury 부상값 사용 여부
* @param bool $withItem 아이템 적용 여부
* @param bool $withStatAdjust 추가 능력치 보정 사용 여부
* @param bool $useFloor 내림 사용 여부, false시 float 값을 반환할 수도 있음
*
* @return int|float 계산된 능력치
*/
function getGeneralIntel($general, $withInjury, $withItem, $withStatAdjust, $useFloor = true){
if($general === null){
return 0;
}
$intel = $general['intel'];
if($withInjury){
$intel *= (100 - $general['injury']) / 100;
}
if($withItem){
$intel += getBookEff($general['book']);
}
if($withStatAdjust){
$intel += Util::round(getGeneralPower($general, $withInjury, $withItem, false, false) / 4);
}
if($useFloor){
return intval($intel);
}
return $intel;
}
/**
* 내정 커맨드 사용시 성공 확률 계산
*
* @param array $general 장수 정보
* @param int|string $type 내정 커맨드 타입, 0|'leader' = 통솔 기반, 1|'power' = 무력 기반, 2|'intel' = 지력 기반
* @param string $type 내정 커맨드 타입, 'leader' = 통솔 기반, 'power' = 무력 기반, 'intel' = 지력 기반
*
* @return array 계산된 실패, 성공 확률 ('success' => 성공 확률, 'fail' => 실패 확률)
*/
function CriticalRatioDomestic($general, $type) {
$leader = getGeneralLeadership($general, false, true, true, false);
$power = getGeneralPower($general, false, true, true, false);
$intel = getGeneralIntel($general, false, true, true, false);
function CriticalRatioDomestic(General $general, string $type) {
$leader = $general->getLeadership(false, true, true, false);
$power = $general->getPower(false, true, true, false);
$intel = $general->getIntel(false, true, true, false);
$avg = ($leader+$power+$intel) / 3;
/*
@@ -142,12 +30,9 @@ function CriticalRatioDomestic($general, $type) {
505050(50%,50%), 107070(50%,50%)
*/
switch($type) {
case 'leader':
case 0: $ratio = $avg / $leader; break;
case 'power':
case 1: $ratio = $avg / $power; break;
case 'intel':
case 2: $ratio = $avg / $intel; break;
case 'leader': $ratio = $avg / $leader; break;
case 'power': $ratio = $avg / $power; break;
case 'intel': $ratio = $avg / $intel; break;
default:
throw new MustNotBeReachedException();
}
+1 -1
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@@ -29,7 +29,7 @@ class che_징병 implements iAction{
}
public function onCalcStat(General $general, string $statName, $value, $aux=null){
if($statName === 'rawLeadership'){
if($statName === 'leadership'){
return $value *= 1.15;
}
return $value;
@@ -65,7 +65,7 @@ class che_기술연구 extends che_상업투자{
$score = Util::valueFit($this->calcBaseScore(), 1);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general->getRaw(), static::$statKey);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general, static::$statKey);
if($trust < 80){
$successRatio *= $trust / 80;
}
@@ -131,7 +131,7 @@ class che_상업투자 extends Command\GeneralCommand{
$score = Util::valueFit($this->calcBaseScore(), 1);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general->getRaw(), static::$statKey);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general, static::$statKey);
if($trust < 80){
$successRatio *= $trust / 80;
}
@@ -99,7 +99,7 @@ class che_정착장려 extends Command\GeneralCommand{
$score = Util::valueFit($this->calcBaseScore(), 1);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general->getRaw(), static::$statKey);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general, static::$statKey);
$successRatio = $general->onCalcDomestic(static::$cityKey, 'success', $successRatio);
$failRatio = $general->onCalcDomestic(static::$cityKey, 'fail', $failRatio);
@@ -100,7 +100,7 @@ class che_주민선정 extends Command\GeneralCommand{
$score = Util::valueFit($this->calcBaseScore(), 1);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general->getRaw(), static::$statKey);
['success'=>$successRatio, 'fail'=>$failRatio] = CriticalRatioDomestic($general, static::$statKey);
$successRatio = $general->onCalcDomestic(static::$cityKey, 'success', $successRatio);
$failRatio = $general->onCalcDomestic(static::$cityKey, 'fail', $failRatio);
+60 -4
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@@ -10,6 +10,9 @@ class General implements iAction{
* @var iAction $nationType
* @var iAction $levelObj
* @var iAction $specialDomesticObj
* @var iAction $specialWarObj
* @var iAction $personalityObj
* @var iAction[] $itemObjs
*/
protected $raw = [];
@@ -195,17 +198,70 @@ class General implements iAction{
return GameUnitConst::byID($this->getVar('crewtype'));
}
//TODO: 장기적으로 General 클래스로 모두 옮겨와야함.
/**
* 장수의 스탯을 계산해옴
*
* @param string $statName 스탯값, leadership, power, intel 가능
* @param bool $withInjury 부상값 사용 여부
* @param bool $withItem 아이템 적용 여부
* @param bool $withStatAdjust 추가 능력치 보정 사용 여부
* @param bool $useFloor 내림 사용 여부, false시 float 값을 반환할 수도 있음
*
* @return int|float 계산된 능력치
*/
protected function getStatValue(string $statName, $withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{
$statValue = $this->getVar($statName);
if($withInjury){
$statValue *= (100 - $this->getVar('injury')) / 100;
}
if($withStatAdjust){
if($statName === 'power'){
$statValue *= Util::round($this->getStatValue('intel', $withInjury, $withItem, false, false) / 4);
}
else if($statName === 'intel'){
$statValue *= Util::round($this->getStatValue('power', $withInjury, $withItem, false, false) / 4);
}
}
foreach([
$this->nationType,
$this->levelObj,
$this->specialDomesticObj,
$this->specialWarObj,
$this->personalityObj
] as $actionObj){
if($actionObj !== null){
$statValue = $actionObj->onCalcStat($this, $statName, $statValue);
}
}
if($withItem){
foreach($this->itemObjs as $actionObj){
if($actionObj !== null){
$statValue = $actionObj->onCalcStat($this, $statName, $statValue);
}
}
}
if($useFloor){
return Util::toInt($statValue);
}
return $statValue;
}
function getLeadership($withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{
return getGeneralLeadership($this->raw, $withInjury, $withItem, $withStatAdjust, $useFloor);
return $this->getStatValue('leadership', $withInjury, $withItem, $withStatAdjust, $useFloor);
}
function getPower($withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{
return getGeneralPower($this->raw, $withInjury, $withItem, $withStatAdjust, $useFloor);
return $this->getStatValue('power', $withInjury, $withItem, $withStatAdjust, $useFloor);
}
function getIntel($withInjury = true, $withItem = true, $withStatAdjust = true, $useFloor = true):float{
return getGeneralIntel($this->raw, $withInjury, $withItem, $withStatAdjust, $useFloor);
return $this->getStatValue('intel', $withInjury, $withItem, $withStatAdjust, $useFloor);
}
function addDex(GameUnitDetail $crewType, float $exp, bool $affectTrainAtmos=false){
-3
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@@ -319,9 +319,6 @@ class NPC{
'crewtype'=>GameUnitConst::DEFAULT_CREWTYPE,
'train'=>0,
'atmos'=>0,
'weap'=>0,
'book'=>0,
'horse'=>0,
'turntime'=>$turntime,
'killturn'=>$killturn,
'age'=>$age,
+1 -1
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@@ -512,7 +512,7 @@ class WarUnitGeneral extends WarUnit{
//계략
if($crewType->magicCoef){
$magicRatio = getGeneralIntel($this->raw, true, true, true, false) / 100;
$magicRatio = $this->getGeneral()->getIntel(true, true, true, false) / 100;
$magicRatio *= $crewType->magicCoef;
if($specialWar == 41){