987 lines
30 KiB
PHP
987 lines
30 KiB
PHP
<?php
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namespace sammo;
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class WarUnitGeneral extends WarUnit{
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protected $rawCity;
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protected $bonusPhase = 0;
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function __construct($raw, $rawCity, $rawNation, $isAttacker, $year, $month){
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setLeadershipBonus($raw, $rawNation['level']);
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$this->raw = $raw;
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$this->rawCity = $rawCity; //read-only
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$this->rawNation = $rawNation; //read-only
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$this->isAttacker = $isAttacker;
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$this->logger = new ActionLogger(
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$this->getVar('no'),
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$this->getVar('nation'),
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$year,
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$month,
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false
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);
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$this->crewType = GameUnitConst::byID($this->getVar('crewtype'));
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$cityLevel = $this->getCityVar('level');
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if($isAttacker){
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//공격자 보정
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if($cityLevel == 2){
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$this->atmosBonus += 5;
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}
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if($rawNation['capital'] == $this->getCityVar('city')){
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$this->atmosBonus += 5;
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}
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}
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else{
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//수비자 보정
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if($cityLevel == 1){
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$this->trainBonus += 5;
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}
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else if($cityLevel == 3){
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$this->trainBonus += 5;
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}
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}
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}
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function getName():string{
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return $this->getVar('name');
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}
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function getCityVar(string $key){
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return $this->rawCity[$key];
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}
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function getSpecialDomestic():int{
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return $this->getVar('special');
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}
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function setOppose(?WarUnit $oppose){
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parent::setOppose($oppose);
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$this->increaseVar('warnum', 1);
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if($this->isAttacker){
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$this->updateVar('recwar', $this->getVar('turntime'));
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}
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else if($oppose !== null){
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$this->updateVar('recwar', $oppose->getVar('turntime'));
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}
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}
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function getSpecialWar():int{
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return $this->getVar('special2');
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}
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function getCharacter():int{
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return $this->getVar('personal');
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}
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function getItem():int{
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return $this->getVar('item');
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}
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function getMaxPhase():int{
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$phase = $this->getCrewType()->speed;
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if($this->getSpecialWar() == 60){
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$phase += 1;
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}
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return $phase + $this->bonusPhase;
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}
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function addTrain(int $train){
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$this->increaseVarWithLimit('train', $train, 0, GameConst::$maxTrainByWar);
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}
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function addAtmos(int $atmos){
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$this->increaseVarWithLimit('atmos', $atmos, 0, GameConst::$maxAtmosByWar);
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}
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function getComputedTrain(){
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$train = $this->getVar('train');
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$train += $this->trainBonus;
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return $train;
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}
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function getComputedAtmos(){
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$atmos = $this->getVar('atmos');
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$atmos += $this->atmosBonus;
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return $atmos;
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}
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function getComputedCriticalRatio():float{
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$critialRatio = $this->getCrewType()->getCriticalRatio($this->getRaw());
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$specialWar = $this->getSpecialWar();
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$item = $this->getItem();
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if($specialWar == 61){
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if($this->isAttacker){
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$critialRatio += 0.1;
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}
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}
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else if($specialWar == 71){
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$critialRatio += 0.2;
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}
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return $critialRatio;
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}
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function getComputedAvoidRatio():float{
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$specialWar = $this->getSpecialWar();
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$item = $this->getItem();
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$avoidRatio = $this->getCrewType()->avoid / 100;
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$avoidRatio *= $this->getComputedTrain() / 100;
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//특기보정 : 궁병
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if($specialWar == 51){
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$avoidRatio += 0.2;
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}
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//도구 보정 : 둔갑천서, 태평요술
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if($item == 26 || $item == 25){
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$avoidRatio += 0.2;
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}
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if($this->getOppose()->getCrewType()->armType == GameUnitConst::T_FOOTMAN){
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$avoidRatio *= 0.75;
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}
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return $avoidRatio;
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}
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function addWin(){
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$this->increaseVar('killnum', 1);
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$this->multiplyVarWithLimit('atmos', 1.1, null, GameConst::$maxAtmosByWar);
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$this->addStatExp(1);
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}
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function addStatExp(int $value = 1){
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if($this->crewType->armType == GameUnitConst::T_WIZARD) { // 귀병
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$this->increaseVar('intel2', $value);
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} elseif($this->crewType->armType == GameUnitConst::T_SIEGE) { // 차병
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$this->increaseVar('leader2', $value);
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} else {
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$this->increaseVar('power2', $value);
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}
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}
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function addLevelExp(float $value){
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if(!$this->isAttacker){
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$value *= 0.8;
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}
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$value *= getCharExpMultiplier($this->getCharacter());
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$this->increaseVar('experience', $value);
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}
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function addDedication(float $value){
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$value *= getCharDedMultiplier($this->getCharacter());
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$this->increaseVar('dedication', $value);
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}
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function addLose(){
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$this->increaseVar('deathnum', 1);
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$this->addStatExp(1);
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}
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protected function getWarPowerMultiplyBySpecialWar():array{
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//TODO: 장기적으로 if문이 아니라 객체를 이용하여 처리해야함
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$myWarPowerMultiply = 1.0;
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$opposeWarPowerMultiply = 1.0;
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$specialWar = $this->getSpecialWar();
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if($specialWar == 53){
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if($this->getOppose() instanceof WarUnitCity){
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$myWarPowerMultiply *= 2;
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}
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}
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else if($specialWar == 52){
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if($this->isAttacker){
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$myWarPowerMultiply *= 1.20;
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}
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else{
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$myWarPowerMultiply *= 1.10;
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}
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}
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else if($specialWar == 60){
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if($this->isAttacker){
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$myWarPowerMultiply *= 1.10;
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}
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}
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else if($specialWar == 61){
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$myWarPowerMultiply *= 1.10;
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}
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else if($specialWar == 50){
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if($this->isAttacker){
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$opposeWarPowerMultiply *= 0.9;
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}
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else{
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$opposeWarPowerMultiply *= 0.8;
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}
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}
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else if($specialWar == 75){
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$opposeCrewType = $this->oppose->getCrewType();
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if($opposeCrewType->reqCities || $opposeCrewType->reqRegions){
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$myWarPowerMultiply *= 1.1;
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$opposeWarPowerMultiply *= 0.9;
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}
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}
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return [$myWarPowerMultiply, $opposeWarPowerMultiply];
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}
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function computeWarPower(){
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[$warPower,$opposeWarPowerMultiply] = parent::computeWarPower();
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$generalNo = $this->getVar('no');
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$genLevel = $this->getVar('level');
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if($this->isAttacker){
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if($genLevel == 12){
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$warPower *= 1.10;
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}
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else if($genLevel == 11 | $genLevel == 10 || $genLevel == 8 || $genLevel == 6){
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$warPower *= 1.05;
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}
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}
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else{
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if($genLevel == 12){
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$opposeWarPowerMultiply *= 0.90;
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}
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else if($genLevel == 11 || $genLevel == 9 || $genLevel == 7 || $genLevel == 5){
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$opposeWarPowerMultiply *= 0.95;
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}
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else if($genLevel == 4 && $generalNo == $this->getCityVar('gen1')){
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$opposeWarPowerMultiply *= 0.95;
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}
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else if($genLevel == 3 && $generalNo == $this->getCityVar('gen2')){
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$opposeWarPowerMultiply *= 0.95;
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}
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else if($genLevel == 2 && $generalNo == $this->getCityVar('gen3')){
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$opposeWarPowerMultiply *= 0.95;
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}
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}
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$expLevel = $this->getVar('explevel');
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if($this->getOppose() instanceof WarUnitCity){
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$warPower *= 1 + $expLevel / 600;
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}
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else{
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$warPower /= max(0.01, 1 - $expLevel / 300);
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$opposeWarPowerMultiply *= max(0.01, 1 - $expLevel / 300);
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}
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[$specialMyWarPowerMultiply, $specialOpposeWarPowerMultiply] = $this->getWarPowerMultiplyBySpecialWar();
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$warPower *= $specialMyWarPowerMultiply;
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$opposeWarPowerMultiply *= $specialOpposeWarPowerMultiply;
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$this->warPower = $warPower;
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$this->oppose->setWarPowerMultiply($opposeWarPowerMultiply);
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return [$warPower,$opposeWarPowerMultiply];
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}
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///전투 개시 시에 작동하여 1회에만 작동하는 아이템
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function useBattleInitItem():bool{
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$item = $this->getItem();
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if($item == 0){
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return false;
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}
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$itemActivated = false;
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$itemConsumed = false;
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$itemName = getItemName($item);
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if($item == 3){
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//탁주 사용
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$this->addAtmos(3);
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$itemActivated = true;
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$itemConsumed = true;
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}
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else if($item >= 14 && $item <= 16){
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//의적주, 두강주, 보령압주 사용
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$this->addAtmosBonus(5);
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$itemActivated = true;
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}
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else if($item >= 19 && $item <= 20){
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//춘화첩, 초선화 사용
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$this->addAtmosBonus(7);
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$itemActivated = true;
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}
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else if($item == 4){
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//청주 사용
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$this->addTrain(3);
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$itemActivated = true;
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$itemConsumed = true;
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}
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else if($item >= 12 && $item <= 13){
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//과실주, 이강주 사용
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$this->addTrainBonus(5);
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$itemActivated = true;
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}
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else if($item >= 18 && $item <= 18){
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//철벽서, 단결도 사용
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$this->addTrainBonus(7);
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$itemActivated = true;
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}
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if($itemConsumed){
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$this->updateVar('item', 0);
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$josaUl = JosaUtil::pick($itemName, '을');
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$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
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}
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return $itemActivated;
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}
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///전투 개시 시에 작동하여 매 장수마다 작동하는 스킬
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function checkBattleBeginSkill():bool{
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$skillResult = false;
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$oppose = $this->getOppose();
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$specialWar = $this->getSpecialWar();
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if (
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$specialWar == 70 &&
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$this->oppose instanceof WarUnitGeneral &&
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!$this->hasActivatedSkill('저격') &&
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Util::randBool(1/3)
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) {
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$this->activateSkill('저격');
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$skillResult = true;
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}
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return $skillResult;
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}
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///전투 개시 시에 작동하여 매 장수마다 작동하는 아이템
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function checkBattleBeginItem():bool{
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$item = $this->getItem();
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$oppose = $this->getOppose();
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if(!$item){
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return false;
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}
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$itemActivated = false;
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$itemConsumed = false;
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$itemName = getItemName($item);
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if(
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$item == 2 &&
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$this->oppose instanceof WarUnitGeneral &&
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!$this->hasActivatedSkill('저격') &&
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Util::randBool(1/5)
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){
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//수극
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$itemActivated = true;
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$itemConsumed = true;
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$this->activateSkill('저격', '수극');
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}
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if($itemConsumed){
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//NOTE: 소비 아이템은 하나인가?, 1회용인가?
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$this->updateVar('item', 0);
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$josaUl = JosaUtil::pick($itemName, '을');
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$this->getLogger()->pushGeneralActionLog("<C>{$itemName}</>{$josaUl} 사용!", ActionLogger::PLAIN);
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}
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return $itemActivated;
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}
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function applyBattleBeginSkillAndItem():bool{
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$result = false;
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$oppose = $this->getOppose();
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if($oppose->hasActivatedSkill('저격')){
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$result = true;
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$oppose->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
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$oppose->getLogger()->pushGeneralBattleDetailLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
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$this->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
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$this->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
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if($oppose->hasActivatedSkill('수극')){
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$this->increaseVarWithLimit('injury', Util::randRangeInt(20, 40), null, 80);
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}
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else{
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$this->increaseVarWithLimit('injury', Util::randRangeInt(20, 60), null, 80);
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}
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}
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return $result;
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}
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function getHP():int{
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return $this->getVar('crew');
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}
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function addDex(GameUnitDetail $crewType, float $exp){
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$armType = $crewType->armType;
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if($armType == GameUnitConst::T_CASTLE){
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$armType = GameUnitConst::T_SIEGE;
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}
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if($armType < 0){
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return;
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}
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if($armType == GameUnitConst::T_WIZARD) {
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$exp *= 0.9;
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}
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else if($armType == GameUnitConst::T_SIEGE) {
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$exp *= 0.9;
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}
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$exp *= ($this->getComputedTrain() + $this->getComputedAtmos()) / 200;
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$ntype = $armType*10;
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$dexType = "dex{$ntype}";
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$this->increaseVar($dexType, $exp);
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}
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function decreaseHP(int $damage):int{
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$damage = min($damage, $this->getVar('crew'));
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$this->dead += $damage;
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$this->deadCurr += $damage;
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$this->increaseVar('crew', -$damage);
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$addDex = $damage;
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if(!$this->isAttacker){
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$addDex *= 0.9;
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}
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$this->addDex($this->oppose->getCrewType(), $addDex);
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return $this->getVar('crew');
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}
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function increaseKilled(int $damage):int{
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$this->addLevelExp($damage / 50);
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$rice = $damage / 100;
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if(!$this->isAttacker){
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$rice *= 0.8;
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}
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$rice *= $this->crewType->rice;
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$rice *= getTechCost($this->getNationVar('tech'));
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$this->increaseVarWithLimit('rice', -$rice, 0);
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$addDex = $damage;
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if(!$this->isAttacker){
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$addDex *= 0.9;
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}
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$this->addDex($this->getCrewType(), $addDex);
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$this->killed += $damage;
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$this->killedCurr += $damage;
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return $this->killed;
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}
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function checkPreActiveSkill():bool{
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$activated = false;
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$oppose = $this->getOppose();
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$specialWar = $this->getSpecialWar();
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$item = $this->getItem();
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$crewType = $this->getCrewType();
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if(
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$specialWar == 63 &&
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$this->getPhase() == 0 &&
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$this->getHP() >= 1000 &&
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$this->getComputedAtmos() >= 90 &&
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$this->getComputedTrain() >= 90
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){
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$this->activateSkill('위압');
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$activated = true;
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}
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if($specialWar == 62){
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$oppose->activateSkill('필살불가');
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$oppose->activateSkill('계략약화');
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$activated = true;
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}
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if($specialWar == 60){
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$oppose->activateSkill('회피불가');
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$oppose->activateSkill('저지불가');
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}
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return $activated;
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}
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function checkActiveSkill():bool{
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$activated = false;
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$oppose = $this->getOppose();
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$specialWar = $this->getSpecialWar();
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$item = $this->getItem();
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$crewType = $this->getCrewType();
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if(
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!$this->hasActivatedSkill('특수') &&
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!$this->hasActivatedSkill('저지불가') &&
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!$this->isAttacker &&
|
|
$crewType->name == '목우'
|
|
){
|
|
//XXX: 병종에 특수 스킬이 달려있도록 설정해야함
|
|
$ratio = $this->getComputedAtmos() + $this->getComputedTrain();
|
|
if(Util::randBool($ratio / 400)){
|
|
$this->activateSkill('특수', '저지');
|
|
$activated = true;
|
|
}
|
|
}
|
|
|
|
if(
|
|
!$this->hasActivatedSkill('특수') &&
|
|
!$this->hasActivatedSkill('필살불가') &&
|
|
Util::randBool($this->getComputedCriticalRatio())
|
|
){
|
|
$this->activateSkill('특수', '필살시도', '필살');
|
|
$activated = true;
|
|
}
|
|
|
|
if(
|
|
!$this->hasActivatedSkill('특수') &&
|
|
!$this->hasActivatedSkill('회피불가') &&
|
|
Util::randBool($this->getComputedAvoidRatio())
|
|
){
|
|
$this->activateSkill('특수', '회피시도', '회피');
|
|
$activated = true;
|
|
}
|
|
|
|
//계략
|
|
if($crewType->magicCoef){
|
|
$magicRatio = getGeneralIntel($this->raw, true, true, true, false) / 100;
|
|
$magicRatio *= $crewType->magicCoef;
|
|
|
|
if($specialWar == 41){
|
|
$magicRatio += 0.2;
|
|
}
|
|
|
|
if(Util::randBool($magicRatio)){
|
|
$magicSuccessRatio = 0.7;
|
|
if($specialWar == 40){
|
|
$magicSuccessRatio += 0.2;
|
|
}
|
|
if($specialWar == 41){
|
|
$magicSuccessRatio += 0.2;
|
|
}
|
|
if($specialWar == 42){
|
|
$magicSuccessRatio += 0.1;
|
|
}
|
|
if($specialWar == 44){
|
|
$magicSuccessRatio += 1;
|
|
}
|
|
if($this->hasActivatedSkill('계략약화')){
|
|
$magicSuccessRatio -= 0.1;
|
|
}
|
|
|
|
if($oppose instanceof WarUnitCity){
|
|
$magic = Util::choiceRandom(['급습', '위보',' 혼란']);
|
|
}
|
|
else{
|
|
$magic = Util::choiceRandom(['위보', '매복', '반목', '화계', '혼란']);
|
|
}
|
|
$this->activateSkill('계략시도', $magic);
|
|
|
|
if(Util::randBool($magicSuccessRatio)){
|
|
$this->activateSkill('계략');
|
|
}
|
|
else{
|
|
$this->activateSkill('계략실패');
|
|
}
|
|
}
|
|
}
|
|
|
|
//의술
|
|
if($specialWar == 73 && Util::randBool(0.2)){
|
|
$this->activateSkill('치료');
|
|
$activated = true;
|
|
}
|
|
|
|
return $activated;
|
|
}
|
|
|
|
function checkPostActiveSkill():bool{
|
|
$activated = false;
|
|
|
|
$oppose = $this->getOppose();
|
|
$specialWar = $this->getSpecialWar();
|
|
$item = $this->getItem();
|
|
$crewType = $this->getCrewType();
|
|
|
|
if($specialWar == 74 && $oppose->hasActivatedSkill('필살')){
|
|
if($this->isAttacker){
|
|
if(Util::randBool(1/3)){
|
|
$this->activateSkill('진노', '격노');
|
|
$activated = true;
|
|
}
|
|
else if(Util::randBool(1/4)){
|
|
$this->activateSkill('격노');
|
|
$activated = true;
|
|
}
|
|
}
|
|
else{
|
|
if(Util::randBool(1/2)){
|
|
$this->activateSkill('격노');
|
|
$activated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(
|
|
$specialWar == 74 &&
|
|
$oppose->hasActivatedSkill('회피')
|
|
){
|
|
if($this->isAttacker){
|
|
if(Util::randBool(1/3)){
|
|
$this->activateSkill('진노', '격노');
|
|
$oppose->deactivateSkill('회피');
|
|
$activated = true;
|
|
}
|
|
else if(Util::randBool(1/4)){
|
|
$this->activateSkill('격노');
|
|
$oppose->deactivateSkill('회피');
|
|
$activated = true;
|
|
}
|
|
}
|
|
else{
|
|
if(Util::randBool(1/2)){
|
|
$this->activateSkill('격노');
|
|
$oppose->deactivateSkill('회피');
|
|
$activated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(
|
|
($item == 23 || $item == 24) &&
|
|
!$this->hasActivatedSkill('치료') &&
|
|
Util::randBool(0.2)
|
|
){
|
|
$this->activateSkill('치료');
|
|
$activated = true;
|
|
}
|
|
|
|
//계략
|
|
if(
|
|
$specialWar == 45 &&
|
|
$oppose->hasActivatedSkill('계략') &&
|
|
Util::randBool(0.3)
|
|
){
|
|
$this->activateSkill('반계');
|
|
$oppose->deactivateSkill('계략');
|
|
$activated = true;
|
|
}
|
|
|
|
if(
|
|
$specialWar == 42 &&
|
|
$this->hasActivatedSkill('계략')
|
|
){
|
|
$this->warPowerMultiply *= 1.3;
|
|
}
|
|
|
|
if(
|
|
$specialWar == 43 &&
|
|
$this->hasActivatedSkill('계략')
|
|
){
|
|
$this->warPowerMultiply *= 1.5;
|
|
}
|
|
|
|
return $activated;
|
|
}
|
|
|
|
function applyActiveSkill(){
|
|
$oppose = $this->getOppose();
|
|
$crewType = $this->getCrewType();
|
|
|
|
$specialWar = $this->getSpecialWar();
|
|
|
|
$thisLogger = $this->getLogger();
|
|
$opposeLogger = $oppose->getLogger();
|
|
|
|
if($this->hasActivatedSkill('저지')){
|
|
|
|
$this->addDex($oppose->getCrewType(), $oppose->getWarPower() * 0.5 * 0.9);
|
|
$this->addDex($this->getCrewType(), $this->getWarPower() * 0.5 * 0.9);
|
|
|
|
$this->setWarPowerMultiply(0);
|
|
$oppose->setWarPowerMultiply(0);
|
|
|
|
$thisLogger->pushGeneralBattleDetailLog('상대를 <C>저지</>했다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('저지</>당했다!</>');
|
|
//저지는 특수함.
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
yield true;
|
|
|
|
//계략 세트
|
|
if($this->hasActivatedSkill('계략')){
|
|
$tableToGeneral = [
|
|
'위보'=>1.2,
|
|
'매복'=>1.4,
|
|
'반목'=>1.6,
|
|
'화계'=>1.8,
|
|
'혼란'=>2.0
|
|
];
|
|
$tableToCity = [
|
|
'급습'=>1.2,
|
|
'위보'=>1.4,
|
|
'혼란'=>1.6
|
|
];
|
|
if($specialWar == 45){
|
|
$tableToGeneral['반목'] *= 2;
|
|
}
|
|
|
|
if($oppose instanceof WarUnitCity){
|
|
$table = $tableToCity;
|
|
}
|
|
else{
|
|
$table = $tableToGeneral;
|
|
}
|
|
|
|
foreach($table as $skillKey => $skillMultiply){
|
|
if($this->hasActivatedSkill($skillKey)){
|
|
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
|
|
$thisLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <C>성공</>했다!");
|
|
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>에 당했다!");
|
|
|
|
$this->multiplyWarPowerMultiply($skillMultiply);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
yield true;
|
|
|
|
//반계 세트
|
|
if($this->hasActivatedSkill('반계')){
|
|
$table = [
|
|
'위보'=>1.2,
|
|
'매복'=>1.4,
|
|
'반목'=>1.6,
|
|
'화계'=>1.8,
|
|
'혼란'=>2.0
|
|
];
|
|
foreach($table as $skillKey => $skillMultiply){
|
|
if($oppose->hasActivatedSkill($skillKey)){
|
|
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
|
|
$thisLogger->pushGeneralBattleDetailLog("<C>●</><C>반계</>로 상대의 <D>{$skillKey}</>{$josaUl} 되돌렸다!");
|
|
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <R>역으로</> 당했다!");
|
|
|
|
$this->multiplyWarPowerMultiply($skillMultiply);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
yield true;
|
|
|
|
//계략 실패 세트
|
|
if($this->hasActivatedSkill('계략실패')){
|
|
$tableToGeneral = [
|
|
'위보'=>1.1,
|
|
'매복'=>1.2,
|
|
'반목'=>1.3,
|
|
'화계'=>1.4,
|
|
'혼란'=>1.5
|
|
];
|
|
$tableToCity = [
|
|
'급습'=>1.1,
|
|
'위보'=>1.2,
|
|
'혼란'=>1.3
|
|
];
|
|
if($oppose instanceof WarUnitCity){
|
|
$table = $tableToCity;
|
|
}
|
|
else{
|
|
$table = $tableToGeneral;
|
|
}
|
|
foreach($table as $skillKey => $skillMultiply){
|
|
if($this->hasActivatedSkill($skillKey)){
|
|
$josaUl = \sammo\JosaUtil::pick($skillKey, '을');
|
|
$thisLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} <R>실패</>했다!");
|
|
$opposeLogger->pushGeneralBattleDetailLog("<D>{$skillKey}</>{$josaUl} 간파했다!");
|
|
|
|
$this->multiplyWarPowerMultiply(1/$skillMultiply);
|
|
$oppose->multiplyWarPowerMultiply($skillMultiply);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
yield true;
|
|
|
|
if($this->hasActivatedSkill('치료')){
|
|
$thisLogger->pushGeneralBattleDetailLog("<C>치료</>했다!</>");
|
|
$oppose->multiplyWarPowerMultiply(1/1.5);
|
|
}
|
|
|
|
yield true;
|
|
|
|
if($this->hasActivatedSkill('필살')){
|
|
$thisLogger->pushGeneralBattleDetailLog('<C>필살</>공격!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('상대의 <R>필살</>공격!</>');
|
|
|
|
$this->multiplyWarPowerMultiply($this->criticalDamage());
|
|
}
|
|
|
|
yield true;
|
|
|
|
if($this->hasActivatedSkill('회피')){
|
|
$thisLogger->pushGeneralBattleDetailLog('<C>회피</>했다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('상대가 <R>회피</>했다!</>');
|
|
|
|
$oppose->multiplyWarPowerMultiply(0.2);
|
|
}
|
|
|
|
yield true;
|
|
|
|
if($this->hasActivatedSkill('진노')){
|
|
if($oppose->hasActivatedSkill('필살')){
|
|
$thisLogger->pushGeneralBattleDetailLog('상대의 필살 공격에 <C>진노</>했다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('필살 공격에 상대가 <R>진노</>했다!</>');
|
|
}
|
|
else if($oppose->hasActivatedSkill('회피시도')){
|
|
$thisLogger->pushGeneralBattleDetailLog('상대의 회피 시도에 <C>진노</>했다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('회피 시도에 상대가 <R>진노</>했다!</>');
|
|
}
|
|
|
|
$this->bonusPhase += 1;
|
|
$this->multiplyWarPowerMultiply($this->criticalDamage());
|
|
}
|
|
else if($this->hasActivatedSkill('격노')){
|
|
if($oppose->hasActivatedSkill('필살')){
|
|
$thisLogger->pushGeneralBattleDetailLog('상대의 필살 공격에 <C>격노</>했다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('필살 공격에 상대가 <R>격노</>했다!</>');
|
|
}
|
|
else if($oppose->hasActivatedSkill('회피시도')){
|
|
$thisLogger->pushGeneralBattleDetailLog('상대의 회피 시도에 <C>격노</>했다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('회피 시도에 상대가 <R>격노</>했다!</>');
|
|
}
|
|
|
|
$this->multiplyWarPowerMultiply($this->criticalDamage());
|
|
}
|
|
|
|
yield true;
|
|
|
|
if($this->hasActivatedSkill('위압')){
|
|
$thisLogger->pushGeneralBattleDetailLog('상대에게 <C>위압</>을 줬다!</>');
|
|
$opposeLogger->pushGeneralBattleDetailLog('상대에게 <R>위압</>받았다!</>');
|
|
|
|
$oppose->setWarPowerMultiply(0);
|
|
}
|
|
|
|
yield true;
|
|
}
|
|
|
|
function tryWound():bool{
|
|
if(!Util::randBool(0.05)){
|
|
return false;
|
|
}
|
|
|
|
$this->increaseVarWithLimit('injury', Util::randRangeInt(10, 80), null, 80);
|
|
$this->getLogger()->pushGeneralActionLog("전투중 <R>부상</>당했다!", ActionLogger::PLAIN);
|
|
|
|
return true;
|
|
}
|
|
|
|
function continueWar(&$noRice):bool{
|
|
if($this->getHP() <= 0){
|
|
$noRice = false;
|
|
return false;
|
|
}
|
|
if($this->getVar('rice') <= $this->getHP() / 100){
|
|
$noRice = true;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
///checkAbility의 method 버전
|
|
function checkStatChange():bool{
|
|
//FIXME: 장기적으로는 General 클래스가 별도로 있어야 함
|
|
$logger = $this->getLogger();
|
|
$limit = GameConst::$upgradeLimit;
|
|
|
|
$table = [
|
|
['통솔', 'leader'],
|
|
['무력', 'power'],
|
|
['지력', 'intel'],
|
|
];
|
|
|
|
$result = false;
|
|
|
|
foreach($table as [$statNickName, $statName]){
|
|
$statExpName = $statName.'2';
|
|
|
|
if($this->getVar($statExpName) < 0){
|
|
$logger->pushGeneralActionLog("<R>{$statNickName}</>이 <C>1</> 떨어졌습니다!", ActionLogger::PLAIN);
|
|
$this->increaseVar($statExpName, $limit);
|
|
$this->increaseVar($statName, -1);
|
|
$result = true;
|
|
}
|
|
else if($this->getVar($statExpName) >= $limit){
|
|
$logger->pushGeneralActionLog("<R>{$statNickName}</>이 <C>1</> 올랐습니다!", ActionLogger::PLAIN);
|
|
$this->increaseVar($statExpName, -$limit);
|
|
$this->increaseVar($statName, 1);
|
|
$result = true;
|
|
}
|
|
}
|
|
|
|
return $result;
|
|
}
|
|
|
|
function finishBattle(){
|
|
if($this->isFinished){
|
|
return;
|
|
}
|
|
$this->isFinished = true;
|
|
|
|
$this->increaseVar('killcrew', $this->killed);
|
|
$this->increaseVar('deathcrew', $this->dead);
|
|
|
|
$this->updateVar('rice', Util::round($this->getVar('rice')));
|
|
$this->updateVar('experience', Util::round($this->getVar('experience')));
|
|
$this->updateVar('dedication', Util::round($this->getVar('dedication')));
|
|
|
|
$this->checkStatChange();
|
|
}
|
|
|
|
/**
|
|
* @param \MeekroDB $db
|
|
*/
|
|
function applyDB($db):bool{
|
|
$updateVals = [];
|
|
foreach(array_keys($this->updatedVar) as $key){
|
|
$updateVals[$key] = $this->raw[$key];
|
|
}
|
|
|
|
if(!$updateVals){
|
|
return false;
|
|
}
|
|
|
|
$db->update('general', $updateVals, 'no=%i', $this->raw['no']);
|
|
$this->getLogger()->flush();
|
|
return $db->affectedRows() > 0;
|
|
}
|
|
|
|
} |