mirror of
https://github.com/Relintai/mourne_rcpp_fw.git
synced 2024-11-13 05:57:21 +01:00
1111 lines
32 KiB
PHP
Executable File
1111 lines
32 KiB
PHP
Executable File
<?php
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class Event_model extends MO_Model
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{
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public $weather;
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public $weathers;
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public $weather_change;
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public $village_data;
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public function __construct()
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{
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parent::__construct();
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$this->weather = false;
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$this->weathers = false;
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$this->weather_change = false;
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$this->village_data = false;
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}
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public function update($vdata, $d = false)
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{
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//TODO make helpers for get_next_event and alike functions and remove this if
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if ($d) {
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$villageid = $vdata['id'];
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$this->village_data = $vdata;
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} else {
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$villageid = $vdata;
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$sql = "SELECT * FROM villages WHERE id='$villageid'";
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$q = $this->db->query($sql);
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$this->village_data = $q->row_array();
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}
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$this->get_resources($villageid);
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$this->get_weathers();
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$sql = "SELECT * FROM events WHERE villageid='$villageid' ORDER BY end ASC";
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$q = $this->db->query($sql);
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if (!$q->num_rows()) {
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$this->update_resources(time());
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$this->update_weather(time());
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$this->write_weather();
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$this->write_resources();
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$data['resources'] = $this->resources;
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$data['events'] = false;
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$data['weather'] = $this->weather;
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return $data;
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}
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$events = $q->result_array();
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$time = time();
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$log = "";
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$i = 0;
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foreach ($events as $row) {
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if ($row['end'] < $time) {
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switch ($row['type']) {
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case (parent::EVENT_BUILD):
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->_build_finished($row);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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case (parent::EVENT_UPGRADE):
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->_upgrade_finished($row);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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case (parent::EVENT_CREATE):
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->_create_finished($row);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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case (parent::EVENT_SPELL_END):
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->_spell_end($row);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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case (parent::EVENT_RESEARCH_END):
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->_research_end($row);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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case (parent::EVENT_ATTACK):
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->_attack($row);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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default:
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$this->update_resources($row['end']);
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$this->update_weather($row['end']);
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$this->delete_event($row['id']);
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unset($events[$i]);
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break;
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}
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}
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$i++;
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}
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$this->update_resources(time());
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$this->update_weather(time());
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$this->unitq_write();
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$this->write_resources();
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$this->write_weather();
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//TODO this can probably simplified, need some research if the array will be unsetted when all of its
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//content is unsetted
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if (isset($events)) {
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if ($events) {
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//this is to start at index 0
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foreach ($events as $row) {
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$fevents[] = $row;
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}
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$data['events'] = $fevents;
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} else {
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$data['events'] = false;
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}
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} else {
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$data['events'] = false;
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}
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$data['resources'] = $this->resources;
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$data['weather'] = $this->weather;
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return $data;
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}
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public function get_weathers()
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{
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$sql = "SELECT * FROM weathers ORDER BY id ASC";
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$q = $this->db->query($sql);
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$this->weathers = $q->result_array();
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foreach ($this->weathers as $row) {
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if ($this->village_data['weather'] == $row['id']) {
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$this->weather = $row;
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break;
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}
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}
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}
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public function update_weather($time = false)
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{
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if (!$time) {
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$time = time();
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}
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//first time weather calculation
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if (!$this->village_data['last_weather_change'] && !$this->village_data['weather']) {
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$r = rand(0, (sizeof($this->weathers) - 1));
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$this->weather = $this->weathers[$r];
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$this->add_modifiers($this->weather, $this->village_data['id'], 'weather', 1, true);
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$this->village_data['last_weather_change'] = $time;
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$this->village_data['weather'] = $this->weather['id'];
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$this->weather_change = true;
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}
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//if this happens its a spell, which means we have to only set this
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if ($this->village_data['weather_change_to'] && ($time == time() || ($time + 1) == time()
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|| ($time + 2) == time())) {
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//just making sure 1-2 sec delay can happen
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$w = $this->village_data['weather_change_to'];
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$this->substract_modifiers($this->weather, $this->village_data['id'], 'weather', 1, true);
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foreach ($this->weathers as $row) {
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if ($row['id'] == $w) {
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$this->weather = $row;
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break;
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}
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}
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$this->add_modifiers($this->weather, $this->village_data['id'], 'weather', 1, true);
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$this->village_data['last_weather_change'] = $time;
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$this->village_data['weather'] = $this->weather['id'];
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$this->village_data['weather_change_to'] = 0;
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$this->weather_change = true;
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}
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//changing weather every hour
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$nc = $this->village_data['last_weather_change'] + 3600;
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//if more than a hour
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if ($nc < $time) {
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$r = rand(0, (sizeof($this->weathers) - 1));
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$this->substract_modifiers($this->weather, $this->village_data['id'], 'weather', 1, true);
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$this->weather = $this->weathers[$r];
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$this->add_modifiers($this->weather, $this->village_data['id'], 'weather', 1, true);
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$this->village_data['last_weather_change'] = $time;
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$this->village_data['weather'] = $this->weather['id'];
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$this->weather_change = true;
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if ($time == time() || ($time + 1) == time() || ($time + 2) == time()) {
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//process abilities here like fires
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}
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}
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}
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public function write_weather()
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{
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if (!$this->weather_change) {
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return;
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}
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$sql = "UPDATE villages
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SET weather='" . $this->weather['id'] . "',
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last_weather_change='" . $this->village_data['last_weather_change'] . "',
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weather_change_to='" . $this->village_data['weather_change_to'] . "'
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WHERE id='" . $this->village_data['id'] . "'";
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$this->db->query($sql);
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}
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public function delete_event($evid)
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{
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$sql = "DELETE FROM events WHERE id='$evid'";
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$this->db->query($sql);
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}
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//gets events by slotid
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public function get_events($slotid, $villageid)
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{
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$this->update($villageid);
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$sql = "SELECT * FROM events WHERE villageid='$villageid' AND slotid='$slotid'";
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$q = $this->db->query($sql);
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if ($q->num_rows()) {
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return $q->result_array();
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}
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return false;
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}
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public function has_event($slotid, $villageid)
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{
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$this->update($villageid);
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$sql = "SELECT id FROM events WHERE villageid='$villageid' AND slotid='$slotid'";
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$q = $this->db->query($sql);
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if ($q->num_rows()) {
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return true;
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}
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return false;
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}
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//gets the next event for display
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public function get_next_event($villageid)
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{
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$this->update($villageid);
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$sql = "SELECT * FROM events WHERE villageid='$villageid'";
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$q = $this->db->query($sql);
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if (!$q->num_rows()) {
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return false;
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}
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$res = $q->result_array();
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$min = 0;
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foreach ($res as $row) {
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if (!$min) {
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$min = $row;
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}
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if ($row['end'] < $min['end']) {
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$min = $row;
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}
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}
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return $min;
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}
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public function check_event($event, $type)
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{
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if (!$event) {
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return false;
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}
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if ($type == 'build') {
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$type = parent::EVENT_BUILD;
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} elseif ($type == 'upgrade') {
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$type = parent::EVENT_UPGRADE;
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} elseif ($type == 'create') {
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$type = parent::EVENT_CREATE;
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}
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foreach ($event as $row) {
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if ($row['type'] == $type) {
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return true;
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}
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}
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return false;
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}
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public function _build_finished($data)
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{
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//delete build_in progress tile
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$sql = "DELETE FROM village_buildings
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WHERE villageid='" . $data['villageid'] . "'
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AND slotid='" . $data['slotid'] . "'";
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$this->db->query($sql);
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//data1 should contain the buildingid
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$sql = "INSERT INTO village_buildings
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VALUES(default,
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'" . $data['villageid'] . "',
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'" . $data['slotid'] . "',
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'" . $data['data1'] . "')";
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$this->db->query($sql);
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$this->add_modifiers($data['data1'], $data['villageid']);
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}
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public function _upgrade_finished($data)
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{
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//initialize unitq
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$this->unitq_initialize($data['villageid']);
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//deassign everything
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$this->_deassign_all($data);
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//remove prev rank's modifier
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$this->substract_modifiers($data['data2'], $data['villageid']);
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//update entry
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$sql = "UPDATE village_buildings
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SET buildingid='" . $data['data1'] . "'
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WHERE villageid='" . $data['villageid'] . "'
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AND slotid='" . $data['slotid'] . "'";
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$this->db->query($sql);
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//add new modifiers
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$this->add_modifiers($data['data1'], $data['villageid']);
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}
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public function _create_finished($data)
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{
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$this->unitq_initialize($data['villageid']);
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$this->unitq_change('+', $data['data1'], $data['data2']);
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}
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public function _deassign_all($data)
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{
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$sql = "SELECT * FROM building_assignments
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LEFT JOIN assignments ON building_assignments.assignmentid=assignments.id
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WHERE slotid='" . $data['slotid'] . "'
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AND villageid='" . $data['villageid'] . "'";
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$q = $this->db->query($sql);
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if (!$q->num_rows()) {
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return;
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}
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$ass = $q->result_array();
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//deleting assignments
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$sql = "DELETE FROM building_assignments
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WHERE slotid='" . $data['slotid'] . "'
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AND villageid='" . $data['villageid'] . "'";
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$this->db->query($sql);
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foreach ($ass as $row) {
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$this->substract_modifiers($row, $data['villageid'], 'assignment', $row['num_bonus'], true);
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//giving units back
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$this->unitq_change('+', $row['unitid'], $row['num_unit'], true);
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}
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//take away spells
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$sql = "DELETE FROM building_spells
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WHERE villageid='" . $data['villageid'] . "'
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AND slotid='" . $data['slotid'] . "'";
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$this->db->query($sql);
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}
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public function _spell_end($data)
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{
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$this->substract_modifiers($data['data1'], $data['villageid'], 'spell');
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}
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public function _research_end($data)
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{
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$sql = "SELECT * FROM technologies WHERE id='" . $data['data1'] . "'";
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$q = $this->db->query($sql);
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if (!$q->num_rows()) {
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return;
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}
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$tech = $q->row_array();
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$this->add_modifiers($tech, $data['villageid'], 'technology', 1, true);
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$this->add_technology(
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$data['data1'],
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$data['data2'],
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$tech,
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$data['slotid'],
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$data['villageid']
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);
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}
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public function _attack($data)
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{
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$this->unitq_initialize($data['villageid']);
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//get village units who can defend
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$defenders = $this->_get_defenders();
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$userid = $this->userid;
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$attackers = $this->_get_attackers($data['data1'], $data['villageid']);
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$village = $this->_get_village($data['villageid']);
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$log = $this->_combat(
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$defenders,
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$attackers,
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$village,
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$data['data2'],
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$data['villageid'],
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$userid
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);
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$this->add_combat_log($log, $data['villageid']);
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//delete attack from the db
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$sql = "DELETE FROM attacks
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WHERE villageid='" . $data['villageid'] . "'
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AND attackid='" .$data['data1'] . "'";
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$this->db->query($sql);
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}
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public function _get_defenders()
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{
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$units = $this->unitq_get_units();
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$vu = $this->unitq_get_village_units();
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if (!$vu) {
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return false;
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}
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for ($i = 0; $i < sizeof($vu); $i++) {
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foreach ($units as $u) {
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if ($vu[$i]['unitid'] == $u['id']) {
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$d[$i] = $u;
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$d[$i]['unitcount'] = $vu[$i]['unitcount'];
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}
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}
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}
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if (!isset($d)) {
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return false;
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}
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foreach ($d as $row) {
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if ($row['can_defend']) {
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$data[] = $row;
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}
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}
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if (isset($data)) {
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return $data;
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} else {
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return false;
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}
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}
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public function _get_attackers($atkid, $villageid)
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{
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$sql = "SELECT attacks.ai_unitcount AS unitcount,ai_units.*
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FROM attacks
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LEFT JOIN ai_units ON attacks.ai_unitid=ai_units.id
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WHERE villageid='$villageid' AND attackid='$atkid'";
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$q = $this->db->query($sql);
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return $q->result_array();
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}
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public function _get_village($villageid)
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{
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$sql = "SELECT buildings.*,village_buildings.slotid
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FROM village_buildings
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LEFT JOIN buildings on village_buildings.buildingid=buildings.id
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WHERE villageid='$villageid'";
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$q = $this->db->query($sql);
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$res = $q->result_array();
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$i = 1;
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for ($y = 1; $y <= parent::BUILDING_ROW; $y++) {
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for ($x = 1; $x <= parent::BUILDING_CULOMN; $x++) {
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$found = false;
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foreach ($res as $row) {
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if ($row['slotid'] == $i) {
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$found = true;
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$data[$x][$y] = $row;
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}
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}
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if (!$found) {
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$data[$x][$y] = false;
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}
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$i++;
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}
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}
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return $data;
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}
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public function _combat($defenders, $attackers, $village, $dir, $villageid, $userid)
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{
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$this->load->helper('date');
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$datestring = "%Y.%m.%d - %H:%i:%s";
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$log = "Attack (" . mdate($datestring, time()) . "): <br /><br />";
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$log .= $this->_def_atk_list($defenders, $attackers);
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//combat with defenders
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if ($defenders) {
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//save some sizeof() calls
|
|
$def_size = sizeof($defenders) - 1;
|
|
$atk_size = sizeof($attackers) - 1;
|
|
|
|
//using the smaller
|
|
if ($def_size < $atk_size) {
|
|
$iter = $defenders;
|
|
$iter_t = 'def';
|
|
} else {
|
|
$iter = $attackers;
|
|
$iter_t = 'atk';
|
|
}
|
|
|
|
//generating who fight with who
|
|
for ($i = 0; $i < sizeof($iter); $i++) {
|
|
$found = false;
|
|
|
|
while (!$found) {
|
|
if ($iter_t == 'def') {
|
|
$r = rand(0, $atk_size);
|
|
} else {
|
|
$r = rand(0, $def_size);
|
|
}
|
|
|
|
if (!isset($d[$r])) {
|
|
if ($iter_t == 'def') {
|
|
$turn_a = $attackers[$r]['turn'];
|
|
$turn_p = $defenders[$i]['turn'];
|
|
} else {
|
|
$turn_a = $attackers[$i]['turn'];
|
|
$turn_p = $defenders[$r]['turn'];
|
|
}
|
|
|
|
if ($turn_a > $turn_p) {
|
|
$turn = 'pl';
|
|
} elseif ($turn_p > $turn_a) {
|
|
$turn = 'ai';
|
|
} else {
|
|
$turn = 'sa';
|
|
}
|
|
|
|
if ($iter_t == 'def') {
|
|
$unit_a = $attackers[$r];
|
|
$unit_p = $defenders[$i];
|
|
} else {
|
|
$unit_a = $attackers[$i];
|
|
$unit_p = $defenders[$r];
|
|
}
|
|
|
|
$hit = $this->_hit($unit_a, $unit_p, $turn);
|
|
|
|
$log .= $hit['log'];
|
|
$log .= "<br />";
|
|
|
|
//write back hit
|
|
if ($iter_t == 'def') {
|
|
$attackers[$r]['unitcount'] -= $hit['ai'];
|
|
$defend = $defenders[$i];
|
|
} else {
|
|
$attackers[$i]['unitcount'] -= $hit['ai'];
|
|
$defend = $defenders[$r];
|
|
}
|
|
|
|
$d[$r] = true;
|
|
$found = true;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
$log .= "You doesn\'t have any defenders, attackers attack your village. <br />";
|
|
}
|
|
|
|
//there is no unsetting in the above part, so this will always be true
|
|
//leftover atackers go for the village
|
|
//if ($attackers)
|
|
//{
|
|
//ability 1 means they can't stole
|
|
//}
|
|
|
|
$buildings = false;
|
|
|
|
//create an array with these, containing the first building in every row or culomn
|
|
//it has to be foreachable
|
|
if ($dir == parent::ATTACK_UP) {
|
|
for ($x = 1; $x <= parent::BUILDING_CULOMN; $x++) {
|
|
$found = false;
|
|
|
|
for ($y = 1; $y <= parent::BUILDING_ROW; $y++) {
|
|
$building = $village[$x][$y];
|
|
|
|
if ($building) {
|
|
$buildings[] = $building;
|
|
$found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!$found) {
|
|
$buildings[] = false;
|
|
}
|
|
}
|
|
} elseif ($dir == parent::ATTACK_LEFT) {
|
|
for ($y = 1; $y <= parent::BUILDING_ROW; $y++) {
|
|
$found = false;
|
|
|
|
for ($x = 1; $x <= parent::BUILDING_ROW; $x++) {
|
|
$building = $village[$x][$y];
|
|
|
|
if ($building) {
|
|
$buildings[] = $building;
|
|
$found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!$found) {
|
|
$buildings[] = false;
|
|
}
|
|
}
|
|
} elseif ($dir == parent::ATTACK_RIGHT) {
|
|
for ($y = 1; $y <= parent::BUILDING_ROW; $y++) {
|
|
$found = false;
|
|
|
|
for ($x = parent::BUILDING_ROW; $x >= 1; $x--) {
|
|
$building = $village[$x][$y];
|
|
|
|
if ($building) {
|
|
$buildings[] = $building;
|
|
$found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!$found) {
|
|
$buildings[] = false;
|
|
}
|
|
}
|
|
} elseif ($dir == parent::ATTACK_DOWN) {
|
|
for ($x = 1; $x <= parent::BUILDING_CULOMN; $x++) {
|
|
$found = false;
|
|
|
|
for ($y = parent::BUILDING_ROW; $y >= 1; $y--) {
|
|
$building = $village[$x][$y];
|
|
|
|
if ($building) {
|
|
$buildings[] = $building;
|
|
$found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!$found) {
|
|
$buildings[] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//calc the enemy's remainder power, and how much they can steal
|
|
//they should steal that much if they hit something without ability 1
|
|
$remainder['pow'] = 0;
|
|
$remainder['steal'] = 0;
|
|
foreach ($attackers as $row) {
|
|
$remainder['pow'] += ($row['unitcount'] * $row['attack']);
|
|
$remainder['steal'] += ($row['unitcount'] * $row['can_carry']);
|
|
}
|
|
|
|
if ($remainder['pow'] || $remainder['steal']) {
|
|
$log .= "The remainder of attackers attack your village from ";
|
|
|
|
if ($dir == parent::ATTACK_UP) {
|
|
$log .= "up";
|
|
} elseif ($dir == parent::ATTACK_LEFT) {
|
|
$log .= "left";
|
|
} elseif ($dir == parent::ATTACK_RIGHT) {
|
|
$log .= "right";
|
|
} elseif ($dir == parent::ATTACK_DOWN) {
|
|
$log .= "down";
|
|
}
|
|
|
|
$log .= ".<br /><br />";
|
|
|
|
//hit buildings
|
|
$log .= $this->_hit_building($buildings, $remainder, $villageid);
|
|
}
|
|
|
|
//ballists should attack here once
|
|
$ballist = false;
|
|
foreach ($attackers as $row) {
|
|
if ($row['ability'] == 1) {
|
|
$ballist = $row;
|
|
}
|
|
}
|
|
|
|
if ($ballist) {
|
|
if ($ballist['unitcount']) {
|
|
$r_x = rand(1, parent::BUILDING_CULOMN);
|
|
$r_y = rand(1, parent::BUILDING_ROW);
|
|
|
|
$rem['pow'] = $ballist['unitcount'] * $ballist['attack'];
|
|
$rem['steal'] = 0;
|
|
|
|
//$log .= "<br />";
|
|
|
|
$log .= $this->_hit_building_ability($village[$r_x][$r_y], $rem, $villageid);
|
|
}
|
|
}
|
|
|
|
//return log for writing
|
|
return $log;
|
|
}
|
|
|
|
public function _hit($ai, $pl, $turn)
|
|
{
|
|
if ($turn == 'ai') {
|
|
$first = $ai;
|
|
$second = $pl;
|
|
} elseif ($turn == 'pl') {
|
|
$first = $pl;
|
|
$second = $ai;
|
|
} else {
|
|
$first = $ai;
|
|
$second = $pl;
|
|
}
|
|
|
|
if ($turn == 'ai') {
|
|
$log = $first['name'] . "s (" . $first['unitcount'] . ")";
|
|
$log .= " ambushes your " . $second['name'] . "s";
|
|
$log .= " (" . $second['unitcount'] . "):<br />";
|
|
} elseif ($turn == 'pl') {
|
|
$log = "Your " . $first['name'] . "s (" . $first['unitcount'] . ")";
|
|
$log .= " ambushes " . $second['name'] . "s";
|
|
$log .= " (" . $second['unitcount'] . "):<br />";
|
|
} else {
|
|
$log = "Your " . $pl['name'] . "s (" . $pl['unitcount'] . ")";
|
|
$log .= " attacks " . $ai['name'] . "s";
|
|
$log .= " (" . $ai['unitcount'] . ")<br />";
|
|
}
|
|
|
|
//calc stuff
|
|
|
|
$first_atk = $first['attack'] * $first['unitcount'];
|
|
|
|
if ($first['strong_against'] == $second['id']) {
|
|
$first_atk *= 1.2;
|
|
}
|
|
|
|
if ($first['weak_against'] == $second['id']) {
|
|
$first_atk *= 0.8;
|
|
}
|
|
|
|
//critical 5%
|
|
if (rand(0, 100) > 95) {
|
|
$first_atk *= 1.5;
|
|
$first_crit = true;
|
|
} else {
|
|
$first_crit = false;
|
|
}
|
|
|
|
//abilities here too?
|
|
|
|
//calc how much dies
|
|
$second_d = floor($first_atk / $second['defense']);
|
|
|
|
if ($second_d > $second['unitcount']) {
|
|
$second_d = $second['unitcount'];
|
|
}
|
|
|
|
//if ambush
|
|
if ($turn == 'ai' || $turn == 'pl') {
|
|
$second['unitcount'] -= $second_d;
|
|
}
|
|
|
|
$second_atk = $second['attack'] * $second['unitcount'];
|
|
|
|
if ($second['strong_against'] == $first['id']) {
|
|
$second_atk *= 1.2;
|
|
}
|
|
|
|
if ($second['weak_against'] == $first['id']) {
|
|
$second_atk *= 0.8;
|
|
}
|
|
|
|
//critical 5%
|
|
if (rand(0, 100) > 95) {
|
|
$second_atk *= 1.5;
|
|
$second_crit = true;
|
|
} else {
|
|
$second_crit = false;
|
|
}
|
|
|
|
|
|
//some abilities can be processed here
|
|
|
|
|
|
//calc how much dies
|
|
$first_d = floor($second_atk / $first['defense']);
|
|
|
|
if ($first_d > $first['unitcount']) {
|
|
$first_d = $first['unitcount'];
|
|
}
|
|
|
|
//sa == same
|
|
if ($turn == 'sa') {
|
|
//in this case $first = $ai, $second = pl, but the order doesn't matters
|
|
//players first
|
|
$log .= "Your " . $second['name'] . "s hits for " . $second_atk;
|
|
|
|
if ($second_crit) {
|
|
$log .= " (critical)";
|
|
}
|
|
|
|
$log .= ", " . $first_d . " enemy dies.<br />";
|
|
|
|
//now ai
|
|
$log .= "Enemy " . $first['name'] . "s hits for " . $first_atk;
|
|
if ($first_crit) {
|
|
$log .= " (critical)";
|
|
}
|
|
|
|
$log .= ", " . $second_d . " of your units dies.<br />";
|
|
} else {
|
|
if ($turn == 'pl') {
|
|
$log .= "Your " . $first['name'] . "s hits for " . $first_atk;
|
|
|
|
if ($first_crit) {
|
|
$log .= " (critical)";
|
|
}
|
|
|
|
$log .= ", " . $second_d . " enemy dies.<br />";
|
|
|
|
$log .= "Enemy " . $second['name'] . "s hits for " . $second_atk;
|
|
if ($second_crit) {
|
|
$log .= " (critical)";
|
|
}
|
|
|
|
$log .= ", " . $first_d . " of your units dies.<br />";
|
|
} else {
|
|
$log .= "Enemy's " . $first['name'] . "s hits for " . $first_atk;
|
|
if ($first_crit) {
|
|
$log .= " (critical)";
|
|
}
|
|
|
|
$log .= ", " . $second_d . " of your units dies.<br />";
|
|
|
|
$log .= "Your " . $second['name'] . "s hits for " . $second_atk;
|
|
|
|
if ($second_crit) {
|
|
$log .= " (critical)";
|
|
}
|
|
|
|
$log .= ", " . $first_d . " of your units dies.<br />";
|
|
}
|
|
}
|
|
|
|
if ($turn == 'ai') {
|
|
$ai_d = $first_d;
|
|
$pl_d = $second_d;
|
|
$uid = $second['id'];
|
|
} elseif ($turn == 'pl') {
|
|
$pl_d = $first_d;
|
|
$ai_d = $second_d;
|
|
$uid = $first['id'];
|
|
} else {
|
|
$ai_d = $first_d;
|
|
$pl_d = $second_d;
|
|
$uid = $second['id'];
|
|
}
|
|
|
|
$data['ai'] = $ai_d;
|
|
$data['pl'] = $pl_d;
|
|
$data['log'] = $log;
|
|
|
|
//unitq is inialized already
|
|
$this->unitq_change('-', $uid, $pl_d);
|
|
|
|
return $data;
|
|
}
|
|
|
|
public function _hit_building($buildings, $remainder, $villageid)
|
|
{
|
|
$log = "";
|
|
|
|
for ($i = 0; $i < 3; $i++) {
|
|
$r = rand(0, (sizeof($buildings) -1));
|
|
|
|
$b = $buildings[$r];
|
|
|
|
if ($b) {
|
|
$log .= "The enemy attacked your " . $b['name'];
|
|
$log .= "(Slot " . $b['slotid'] . ")<br />";
|
|
|
|
if ($b['defense'] > $remainder['pow']) {
|
|
$log .= "They downgraded it.<br />";
|
|
|
|
//downgrade
|
|
$buildings[$r] = $this->_downgrade($b, $villageid);
|
|
} else {
|
|
$log .= "They didn\'t do sufficient damage.<br />";
|
|
}
|
|
|
|
//steal if not ability 1 and steal is greated than 0
|
|
if ($b['ability'] != 1 && $remainder['steal']) {
|
|
$s = ($remainder['steal'] / 5);
|
|
|
|
$res['cost_food'] = $s;
|
|
$res['cost_wood'] = $s;
|
|
$res['cost_stone'] = $s;
|
|
$res['cost_iron'] = $s;
|
|
$res['cost_mana'] = $s;
|
|
|
|
$this->substract_resources($res, $villageid);
|
|
|
|
$log .= "They stole " . $s . " from all of your resources.<br />";
|
|
} else {
|
|
$log .= "The enemy wasn\'t able to steal from your resources.<br />";
|
|
}
|
|
} else {
|
|
if ($remainder['steal']) {
|
|
$s = ($remainder['steal'] / 5);
|
|
|
|
$res['cost_food'] = $s;
|
|
$res['cost_wood'] = $s;
|
|
$res['cost_stone'] = $s;
|
|
$res['cost_iron'] = $s;
|
|
$res['cost_mana'] = $s;
|
|
|
|
$this->substract_resources($res, $villageid);
|
|
|
|
$log .= "The enemy found an opening in your village\'s defenses,<br />";
|
|
$log .= "you lost " . $s . " from all resources!<br />";
|
|
} else {
|
|
$log .= "The enemy found an opening in your village\'s defenses,<br />";
|
|
$log .= "but wasn\t able to steal resources.<br />";
|
|
}
|
|
}
|
|
$log .= "<br />";
|
|
}
|
|
|
|
return $log;
|
|
}
|
|
|
|
public function _hit_building_ability($building, $remainder, $villageid)
|
|
{
|
|
$log = "";
|
|
|
|
$b = $building;
|
|
|
|
if ($b) {
|
|
$log .= "Ballists attacked your " . $b['name'];
|
|
$log .= "(Slot " . $b['slotid'] . ")<br />";
|
|
|
|
if ($b['defense'] > $remainder['pow']) {
|
|
$log .= "They downgraded it.<br />";
|
|
|
|
//downgrade
|
|
//we don't need the return here, since this is the last function call in the event.
|
|
$this->_downgrade($b, $villageid);
|
|
} else {
|
|
$log .= "They didn\'t do sufficient damage.<br />";
|
|
}
|
|
} else {
|
|
$log .= "Ballists attacked your village, but they missed every building.";
|
|
}
|
|
|
|
return $log;
|
|
}
|
|
|
|
public function _downgrade($building, $villageid)
|
|
{
|
|
$slotid = $building['slotid'];
|
|
|
|
$sql = "SELECT * FROM buildings WHERE next_rank='" . $building['id'] . "'";
|
|
|
|
$q = $this->db->query($sql);
|
|
|
|
if (!$q->num_rows()) {
|
|
//means its rank1
|
|
$this->substract_modifiers($building['id'], $villageid, 'building');
|
|
//$this->delete_building($slotid, $villageid);
|
|
|
|
//deassign all
|
|
$d['villageid'] = $villageid;
|
|
$d['slotid'] = $slotid;
|
|
$this->_deassign_all($d);
|
|
|
|
$sql = "DELETE FROM village_buildings
|
|
WHERE villageid='$villageid'
|
|
AND slotid='$slotid'";
|
|
|
|
$this->db->query($sql);
|
|
|
|
return;
|
|
}
|
|
|
|
$prev_r = $q->row_array();
|
|
|
|
$this->substract_modifiers($building['id'], $villageid, 'building');
|
|
|
|
//deassign all
|
|
$d['villageid'] = $villageid;
|
|
$d['slotid'] = $slotid;
|
|
$this->_deassign_all($d);
|
|
|
|
//change building
|
|
$sql = "UPDATE village_buildings
|
|
SET buildingid='" . $prev_r['id'] . "'
|
|
WHERE villageid='$villageid'
|
|
AND slotid='$slotid'";
|
|
|
|
$this->db->query($sql);
|
|
|
|
$this->add_modifiers($prev_r['id'], $villageid, 'building');
|
|
|
|
$prev_r['slotid'] = $slotid;
|
|
|
|
return $prev_r;
|
|
}
|
|
|
|
public function _def_atk_list($defenders, $attackers)
|
|
{
|
|
$log = "";
|
|
|
|
if ($defenders) {
|
|
$log .= "Your defenders:<br />";
|
|
|
|
foreach ($defenders as $row) {
|
|
$log .= $row['name'] . " x " . $row['unitcount'] . "<br />";
|
|
}
|
|
} else {
|
|
$log .= "You don\'t have any defenders.<br />";
|
|
}
|
|
|
|
$log .= "<br />";
|
|
$log .= "Attackers:<br />";
|
|
|
|
foreach ($attackers as $row) {
|
|
$log .= $row['name'] . " x " . $row['unitcount'] . "<br />";
|
|
}
|
|
|
|
$log .= "<br />";
|
|
|
|
return $log;
|
|
}
|
|
}
|
|
//nowhitesp
|