Antique global battle language
This commit is contained in:
@@ -46,35 +46,35 @@ const GROWTH_GRADE_GAINS := {
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const DEFAULT_TERRAIN_DEFS := {
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"G": {
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"name": "Plain",
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"name": "평원",
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"move_cost": 1,
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"defense": 0,
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"avoid": 0,
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"color": Color(0.43, 0.62, 0.31)
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},
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"F": {
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"name": "Forest",
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"name": "숲",
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"move_cost": 2,
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"defense": 2,
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"avoid": 10,
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"color": Color(0.20, 0.45, 0.23)
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},
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"H": {
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"name": "Hill",
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"name": "산지",
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"move_cost": 2,
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"defense": 1,
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"avoid": 5,
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"color": Color(0.55, 0.50, 0.34)
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},
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"R": {
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"name": "Road",
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"name": "관도",
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"move_cost": 1,
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"defense": 0,
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"avoid": 0,
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"color": Color(0.64, 0.55, 0.42)
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},
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"W": {
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"name": "Water",
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"name": "하천",
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"move_cost": 99,
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"defense": 0,
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"avoid": 0,
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@@ -114,7 +114,7 @@ var data_catalog := DataCatalogScript.new()
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var rng := RandomNumberGenerator.new()
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func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}, flag_overrides := {}, joined_officer_overrides := []) -> bool:
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func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}, flag_overrides := {}, joined_officer_overrides := [], display_name_override := "") -> bool:
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var text := FileAccess.get_file_as_string(path)
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if text.is_empty():
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push_error("Battle file is empty or missing: %s" % path)
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@@ -142,7 +142,10 @@ func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}
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campaign_joined_officers = _joined_officer_lookup(joined_officer_overrides)
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terrain_defs = data_catalog.get_runtime_terrain_defs(DEFAULT_TERRAIN_DEFS)
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_apply_battle_data(parsed, roster_overrides_snapshot)
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_emit_log("Battle loaded: %s" % battle_name)
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var display_name := str(display_name_override).strip_edges()
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if not display_name.is_empty():
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battle_name = display_name
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_emit_log("전장도 펼침: %s" % battle_name)
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_run_events("battle_start")
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_run_events("turn_start", current_team, turn_number)
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_notify_changed()
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@@ -627,11 +630,11 @@ func select_unit(unit_id: String) -> bool:
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if unit.get("team", "") != current_team:
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return false
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if unit.get("acted", false):
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_emit_log("%s has already acted." % unit["name"])
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_emit_log("%s는 이미 군령을 마쳤다." % unit["name"])
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return false
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selected_unit_id = unit_id
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_emit_log("Selected %s." % unit["name"])
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_emit_log("%s을 지목하였다." % unit["name"])
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_notify_changed()
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return true
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@@ -650,7 +653,7 @@ func try_move_selected(cell: Vector2i, defer_reach_events := false) -> bool:
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if unit.get("moved", false) or unit.get("acted", false):
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return false
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if _unit_has_action_lock(unit, "move"):
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_emit_log("%s cannot move while snared." % unit["name"])
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_emit_log("%s는 발이 묶여 행군하지 못한다." % unit["name"])
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return false
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if not get_movement_range(unit["id"]).has(cell):
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return false
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@@ -661,7 +664,7 @@ func try_move_selected(cell: Vector2i, defer_reach_events := false) -> bool:
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unit["pos"] = cell
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unit["moved"] = true
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unit_motion_requested.emit(str(unit.get("id", "")), from_cell, cell)
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_emit_log("%s moved to %s." % [unit["name"], _format_cell(cell)])
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_emit_log("%s, %s으로 진군." % [unit["name"], _format_cell(cell)])
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if not defer_reach_events:
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_run_events("unit_reaches_tile", str(unit.get("team", "")), turn_number, unit)
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_check_battle_status()
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@@ -694,7 +697,7 @@ func cancel_pending_move(unit_id: String, from_cell: Vector2i, to_cell: Vector2i
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unit["pos"] = from_cell
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unit["moved"] = false
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unit_motion_requested.emit(unit_id, to_cell, from_cell)
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_emit_log("%s cancels movement." % unit["name"])
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_emit_log("%s의 행군을 거두었다." % unit["name"])
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_notify_changed()
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return true
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@@ -709,7 +712,7 @@ func try_attack_selected(target_id: String) -> bool:
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if attacker.get("acted", false):
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return false
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if _unit_has_action_lock(attacker, "attack"):
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_emit_log("%s cannot attack while disarmed." % attacker["name"])
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_emit_log("%s는 병장을 빼앗겨 타격하지 못한다." % attacker["name"])
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return false
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if attacker.get("team", "") == target.get("team", ""):
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return false
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@@ -814,7 +817,7 @@ func try_use_selected_item_on_cell(item_id: String, target_cell: Vector2i) -> bo
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user["acted"] = true
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user["moved"] = true
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selected_unit_id = ""
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_emit_log("%s 사용: %s -> %s." % [user["name"], _item_display_name(item_id), target["name"]])
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_emit_log("%s, %s을 %s에게 사용." % [user["name"], _item_display_name(item_id), target["name"]])
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_check_battle_status()
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_notify_changed()
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return true
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@@ -1126,7 +1129,7 @@ func _resolve_skill_support(caster: Dictionary, target: Dictionary, skill_id: St
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"remaining_phases": max(1, int(effect.get("duration_turns", 1)))
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})
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target["status_effects"] = status_effects
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_emit_log("%s 시전 %s -> %s. %s" % [
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_emit_log("%s, %s을 펼쳐 %s에게 %s." % [
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caster["name"],
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skill.get("name", "책략"),
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target["name"],
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@@ -1751,25 +1754,25 @@ func try_set_unit_deployed(unit_id: String, deployed: bool) -> bool:
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if unit.is_empty() or unit.get("team", "") != TEAM_PLAYER:
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return false
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if bool(unit.get("required_deployment", false)) and not deployed:
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_emit_log("%s must deploy." % unit["name"])
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_emit_log("%s는 반드시 출진해야 한다." % unit["name"])
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return false
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if bool(unit.get("deployed", true)) == deployed:
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return true
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if deployed:
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if get_deployed_player_count() >= get_deployment_max_units():
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_emit_log("Deployment limit reached.")
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_emit_log("출진 명부가 이미 찼다.")
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return false
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var target_cell := _formation_cell_for_deployment(unit)
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if not is_inside(target_cell):
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_emit_log("No open formation cell for %s." % unit["name"])
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_emit_log("%s이 설 진형 자리가 없다." % unit["name"])
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return false
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unit["pos"] = target_cell
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unit["alive"] = true
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unit["deployed"] = true
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_emit_log("%s joins the sortie." % unit["name"])
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_emit_log("%s, 출진 명부에 들었다." % unit["name"])
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else:
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unit["deployed"] = false
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_emit_log("%s moves to reserve." % unit["name"])
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_emit_log("%s, 예비대로 물러났다." % unit["name"])
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_notify_changed()
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return true
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@@ -1803,7 +1806,7 @@ func try_set_prebattle_formation(unit_id: String, cell: Vector2i) -> bool:
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return true
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occupant["pos"] = unit["pos"]
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unit["pos"] = cell
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_emit_log("%s takes formation at %s." % [unit["name"], _format_cell(cell)])
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_emit_log("%s, %s에 진형을 잡았다." % [unit["name"], _format_cell(cell)])
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_notify_changed()
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return true
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@@ -1831,23 +1834,23 @@ func try_equip_item(unit_id: String, item_id: String) -> bool:
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if not bool(unit.get("controllable", true)):
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return false
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if unit.get("moved", false) or unit.get("acted", false):
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_emit_log("%s can change equipment before moving or acting." % unit["name"])
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_emit_log("%s는 행군이나 군령 전에만 병장을 고칠 수 있다." % unit["name"])
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return false
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var slot := _equipment_slot_for_item(item)
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if slot.is_empty():
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return false
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if int(battle_inventory.get(item_id, 0)) <= 0:
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_emit_log("No %s is in inventory." % item.get("name", item_id))
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_emit_log("병장고에 %s이 없다." % item.get("name", item_id))
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return false
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if not _unit_can_equip_item(unit, item):
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_emit_log("%s cannot equip %s." % [unit["name"], item.get("name", item_id)])
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_emit_log("%s는 %s을 들 수 없다." % [unit["name"], item.get("name", item_id)])
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return false
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var equipment: Dictionary = unit.get("equipment", {}).duplicate(true)
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var old_item_id := _equipment_item_id_for_slot(equipment, slot)
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if old_item_id == item_id:
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_emit_log("%s already has %s equipped." % [unit["name"], item.get("name", item_id)])
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_emit_log("%s는 이미 %s을 지녔다." % [unit["name"], item.get("name", item_id)])
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return false
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battle_inventory[item_id] = max(0, int(battle_inventory.get(item_id, 0)) - 1)
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@@ -1859,7 +1862,7 @@ func try_equip_item(unit_id: String, item_id: String) -> bool:
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unit["equipment"] = equipment
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_apply_equipment_stat_delta(unit, old_item, item)
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_refresh_attack_range_from_equipment(unit)
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_emit_log("%s equips %s." % [unit["name"], item.get("name", item_id)])
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_emit_log("%s, %s을 장착." % [unit["name"], item.get("name", item_id)])
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_notify_changed()
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return true
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@@ -1873,7 +1876,7 @@ func try_unequip_item(unit_id: String, slot: String) -> bool:
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if not bool(unit.get("controllable", true)):
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return false
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if unit.get("moved", false) or unit.get("acted", false):
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_emit_log("%s can change equipment before moving or acting." % unit["name"])
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_emit_log("%s는 행군이나 군령 전에만 병장을 고칠 수 있다." % unit["name"])
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return false
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var normalized_slot := _normalized_equipment_slot(slot)
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@@ -1883,7 +1886,7 @@ func try_unequip_item(unit_id: String, slot: String) -> bool:
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var equipment: Dictionary = unit.get("equipment", {}).duplicate(true)
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var old_item_id := _equipment_item_id_for_slot(equipment, normalized_slot)
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if old_item_id.is_empty():
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_emit_log("%s has no %s equipped." % [unit["name"], normalized_slot])
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_emit_log("%s는 %s에 찬 병장이 없다." % [unit["name"], _equipment_slot_display_name(normalized_slot)])
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return false
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var old_item := get_item_def(old_item_id)
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@@ -1896,7 +1899,7 @@ func try_unequip_item(unit_id: String, slot: String) -> bool:
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_apply_equipment_stat_delta(unit, old_item, {})
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_refresh_attack_range_from_equipment(unit)
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battle_inventory[old_item_id] = int(battle_inventory.get(old_item_id, 0)) + 1
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_emit_log("%s unequips %s." % [unit["name"], old_item.get("name", old_item_id)])
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_emit_log("%s, %s을 해제." % [unit["name"], old_item.get("name", old_item_id)])
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_notify_changed()
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return true
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@@ -1996,7 +1999,7 @@ func get_map_background_path() -> String:
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func get_terrain_name(cell: Vector2i) -> String:
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return String(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("name", "Plain"))
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return String(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("name", "평원"))
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func get_terrain_color(cell: Vector2i) -> Color:
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@@ -2105,8 +2108,8 @@ func get_status_text() -> String:
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return "패전"
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var turn_limit := get_turn_limit()
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if turn_limit > 0:
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return "제%d턴/%d · %s" % [turn_number, turn_limit, _team_status_text(current_team)]
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return "제%d턴 · %s" % [turn_number, _team_status_text(current_team)]
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return "제%d군령/%d · %s" % [turn_number, turn_limit, _team_status_text(current_team)]
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return "제%d군령 · %s" % [turn_number, _team_status_text(current_team)]
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func _team_status_text(team: String) -> String:
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@@ -2718,6 +2721,17 @@ func _normalized_equipment_slot(slot: String) -> String:
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return ""
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func _equipment_slot_display_name(slot: String) -> String:
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var normalized := _normalized_equipment_slot(slot)
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if normalized == "weapon":
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return "무기"
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if normalized == "armor":
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return "갑옷"
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if normalized == "accessory":
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return "보물"
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return "병장"
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func _equipment_item_id_for_slot(equipment: Dictionary, slot: String) -> String:
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var item_id = equipment.get(slot, "")
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if item_id == null:
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@@ -2872,7 +2886,7 @@ func _enemy_take_action(enemy: Dictionary) -> void:
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enemy["pos"] = best_cell
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enemy["moved"] = true
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unit_motion_requested.emit(str(enemy.get("id", "")), from_cell, best_cell)
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_emit_log("%s advances to %s." % [enemy["name"], _format_cell(best_cell)])
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_emit_log("%s, %s으로 압박." % [enemy["name"], _format_cell(best_cell)])
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_run_events("unit_reaches_tile", str(enemy.get("team", "")), turn_number, enemy)
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if battle_status != STATUS_ACTIVE:
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return
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@@ -3292,7 +3306,7 @@ func _resolve_attack(attacker: Dictionary, target: Dictionary, is_counter := fal
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func _resolve_skill_damage(caster: Dictionary, target: Dictionary, skill: Dictionary) -> bool:
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var damage := calculate_skill_damage(caster, target, skill)
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target["hp"] = max(0, int(target["hp"]) - damage)
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_emit_log("%s 시전 %s -> %s, %d 피해." % [
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_emit_log("%s, %s을 펼쳐 %s에게 %d 피해." % [
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caster["name"],
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skill.get("name", "책략"),
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target["name"],
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@@ -3329,7 +3343,7 @@ func _handle_unit_defeated(unit: Dictionary) -> void:
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func _resolve_skill_heal(caster: Dictionary, target: Dictionary, skill: Dictionary) -> int:
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var healed := calculate_skill_heal(caster, target, skill)
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target["hp"] = min(int(target["max_hp"]), int(target["hp"]) + healed)
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_emit_log("%s 시전 %s -> %s, 병력 %d 회복." % [
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_emit_log("%s, %s으로 %s의 병력 %d 회복." % [
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caster["name"],
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skill.get("name", "책략"),
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target["name"],
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@@ -3360,8 +3374,8 @@ func _level_up(unit: Dictionary) -> void:
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unit["mp"] = min(int(unit["max_mp"]), int(unit.get("mp", 0)) + mp_gain)
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for stat in ["atk", "def", "int", "agi"]:
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unit[stat] = int(unit.get(stat, 0)) + _growth_gain(unit, stat, 1)
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_emit_log("%s Lv.%d에 이르렀다." % [unit["name"], unit["level"]])
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_emit_combat_feedback(unit, "Lv.%d" % int(unit["level"]), "progress")
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_emit_log("%s 품계 %d에 이르렀다." % [unit["name"], unit["level"]])
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_emit_combat_feedback(unit, "품계 %d" % int(unit["level"]), "progress")
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if str(unit.get("team", "")) == TEAM_PLAYER:
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_record_progression_event({
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"type": "level_up",
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@@ -3396,8 +3410,8 @@ func _try_promote_unit(unit: Dictionary) -> void:
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_apply_stat_bonus_delta(unit, class_def.get("base_bonus", {}), next_class_def.get("base_bonus", {}))
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unit["class_id"] = next_class_id
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_apply_class_runtime_fields(unit, next_class_id)
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_emit_log("%s promotes to %s." % [unit["name"], unit["class"]])
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_emit_combat_feedback(unit, "PROMOTE", "progress")
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_emit_log("%s, %s으로 승급하였다." % [unit["name"], unit["class"]])
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_emit_combat_feedback(unit, "승급", "progress")
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if str(unit.get("team", "")) == TEAM_PLAYER:
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_record_progression_event({
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"type": "promotion",
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@@ -4082,7 +4096,7 @@ func _grant_event_item(action: Dictionary, trigger_unit: Dictionary = {}) -> boo
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var count: int = maxi(1, int(action.get("count", 1)))
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battle_inventory[item_id] = int(battle_inventory.get(item_id, 0)) + count
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var item_name: String = _item_display_name(item_id)
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var count_text: String = "" if count == 1 else " x%d" % count
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var count_text: String = "" if count == 1 else " %d점" % count
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_emit_log("전리품: %s%s." % [item_name, count_text])
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if not trigger_unit.is_empty() and bool(trigger_unit.get("alive", false)):
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_emit_combat_feedback(trigger_unit, "+%s" % item_name, "item")
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@@ -4097,10 +4111,10 @@ func _grant_event_gold(action: Dictionary, trigger_unit: Dictionary = {}) -> boo
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battle_gold_reward += amount
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var text := str(action.get("text", "")).strip_edges()
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if text.is_empty():
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text = "군자금: %dG." % amount
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text = "군자금 %d냥을 거두었다." % amount
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_emit_log(text)
|
||||
if not trigger_unit.is_empty() and bool(trigger_unit.get("alive", false)):
|
||||
_emit_combat_feedback(trigger_unit, "+%dG" % amount, "gold")
|
||||
_emit_combat_feedback(trigger_unit, "+%d냥" % amount, "gold")
|
||||
return true
|
||||
|
||||
|
||||
@@ -4226,28 +4240,28 @@ func _spawn_event_deployment(deployment) -> bool:
|
||||
var hydrated_unit := data_catalog.hydrate_deployment(deployment)
|
||||
_apply_roster_overlay(hydrated_unit, roster_overrides_snapshot)
|
||||
if not _is_deployment_available(hydrated_unit):
|
||||
_emit_log("Reinforcement %s is not available." % hydrated_unit.get("name", hydrated_unit.get("id", "unit")))
|
||||
_emit_log("원군 %s은 아직 부를 수 없다." % hydrated_unit.get("name", hydrated_unit.get("id", "unit")))
|
||||
return false
|
||||
var unit := _prepare_unit(hydrated_unit)
|
||||
if unit.is_empty():
|
||||
return false
|
||||
if not is_inside(unit["pos"]):
|
||||
_emit_log("Reinforcement %s could not deploy outside the battlefield." % unit["name"])
|
||||
_emit_log("원군 %s은 전장 밖에 설 수 없다." % unit["name"])
|
||||
return false
|
||||
if get_move_cost(unit["pos"], str(unit.get("move_type", "foot"))) >= 99:
|
||||
_emit_log("Reinforcement %s could not deploy on impassable terrain." % unit["name"])
|
||||
_emit_log("원군 %s은 험지에 설 수 없다." % unit["name"])
|
||||
return false
|
||||
if not get_unit(unit["id"]).is_empty():
|
||||
_emit_log("Reinforcement %s already exists." % unit["name"])
|
||||
_emit_log("원군 %s은 이미 전장에 있다." % unit["name"])
|
||||
return false
|
||||
if not get_unit_at(unit["pos"]).is_empty():
|
||||
_emit_log("Reinforcement %s could not deploy at %s." % [unit["name"], _format_cell(unit["pos"])])
|
||||
_emit_log("원군 %s은 %s에 설 수 없다." % [unit["name"], _format_cell(unit["pos"])])
|
||||
return false
|
||||
|
||||
unit["acted"] = current_team == unit.get("team", "")
|
||||
unit["moved"] = current_team == unit.get("team", "")
|
||||
units.append(unit)
|
||||
_emit_log("%s arrives at %s." % [unit["name"], _format_cell(unit["pos"])])
|
||||
_emit_log("%s, %s에 당도." % [unit["name"], _format_cell(unit["pos"])])
|
||||
return true
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user