/GameEngine/Battle.php
PHP | 836 lines | 649 code | 72 blank | 115 comment | 261 complexity | b1f426fe6803d969097f1fc765a49aa5 MD5 | raw file
- <?php
- #################################################################################
- ## ##
- ## -= YOU MUST NOT REMOVE OR CHANGE THIS NOTICE =- ##
- ## ##
- ## --------------------------------------------------------------------------- ##
- ## ##
- ## Project: ZravianX ##
- ## Version: 2011.11.21 ##
- ## Filename: GameEngine/Battle.php ##
- ## Developed by: Dzoki & Dixie ##
- ## Reworked by: Advocaite ##
- ## Thanks to: Akakori & Elmar ##
- ## Edited by: ZZJHONS ##
- ## License: Creative Commons BY-NC-SA 3.0 ##
- ## Copyright: ZravianX (c) 2011 - All rights reserved ##
- ## URLs: http://zravianx.zzjhons.com ##
- ## Source code: http://www.github.com/ZZJHONS/ZravianX ##
- ## ##
- #################################################################################
- class Battle {
-
- public function procSim($post) {
- global $form;
- // Recivimos el formulario y procesamos
- if(isset($post['a1_v']) && (isset($post['a2_v1']) || isset($post['a2_v2']) || isset($post['a2_v3']) || isset($post['a2_v4']))) {
- $_POST['mytribe'] = $post['a1_v'];
- $target = array();
- if(isset($post['a2_v1'])) {
- array_push($target,1);
- }
- if(isset($post['a2_v2'])) {
- array_push($target,2);
- }
- if(isset($post['a2_v3'])) {
- array_push($target,3);
- }
- if(isset($post['a2_v4'])) {
- array_push($target,4);
- }
- if(isset($post['a2_v5'])) {
- array_push($target,5);
- }
- $_POST['target'] = $target;
- if(isset($post['a1_1'])) {
- $sum = $sum2 = 0;
- for($i=1;$i<=10;$i++) {
- $sum += $post['a1_'.$i];
- }
- if($sum > 0) {
- if($post['palast'] == "") {
- $post['palast'] = 0;
- }
- if(isset($post['wall1']) && $post['wall1'] == "") {
- $post['wall1'] = 0;
- }
- if(isset($post['wall2']) && $post['wall2'] == "") {
- $post['wall2'] = 0;
- }
- if(isset($post['wall3']) && $post['wall3'] == "") {
- $post['wall3'] = 0;
- }if(isset($post['wall4']) && $post['wall4'] == "") {
- $post['wall4'] = 0;
- }if(isset($post['wall5']) && $post['wall5'] == "") {
- $post['wall5'] = 0;
- }
- ($_POST['wall1']>0? $wall1=$_POST['wall1']:($_POST['wall2']>0? $wall2=$_POST['wall2'] :($_POST['wall3']>0? $wall3=$_POST['wall3']:$wall1=$wall2=$wall3=0)));
- $post['tribe'] = $target[0];
- $post['deftribe'] = ($_POST['wall1']>0? '1':($_POST['wall2']>0? '2' :($_POST['wall3']>0? '3':'1')));
- $_POST['result'] = $this->simulate($post);
- $form->valuearray = $post;
- }
- }
- }
- }
- private function getBattleHero($uid) {
- global $database;
- $heroarray = $database->getHero($uid);
- $herodata = $GLOBALS["h".$heroarray[0]['unit']];
-
- $h_atk = $herodata['atk'] + 5 * floor($heroarray[0]['attack'] * $herodata['atkp'] / 5);
- $h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
- $h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
- $h_ob = 1 + 0.002 * $heroarray[0]['attackbonus'];
- $h_db = 1 + 0.002 * $heroarray[0]['defencebonus'];
- return array('heroid'=>$heroarray[0]['heroid'],'unit'=>$heroarray[0]['unit'],'atk'=>$h_atk,'di'=>$h_di,'dc'=>$h_dc,'ob'=>$h_ob,'db'=>$h_db,'health'=>$heroarray['health']);
- }
- private function simulate($post) {
- // Establecemos los arrays con las unidades del atacante y defensor
- $attacker = array('u1'=>0,'u2'=>0,'u3'=>0,'u4'=>0,'u5'=>0,'u6'=>0,'u7'=>0,'u8'=>0,'u9'=>0,'u10'=>0,'u11'=>0,'u12'=>0,'u13'=>0,'u14'=>0,'u15'=>0,'u16'=>0,'u17'=>0,'u18'=>0,'u19'=>0,'u20'=>0,'u21'=>0,'u22'=>0,'u23'=>0,'u24'=>0,'u25'=>0,'u26'=>0,'u27'=>0,'u28'=>0,'u29'=>0,'u30'=>0,'u31'=>0,'u32'=>0,'u33'=>0,'u34'=>0,'u35'=>0,'u36'=>0,'u37'=>0,'u38'=>0,'u39'=>0,'u40'=>0,'u41'=>0,'u42'=>0,'u43'=>0,'u44'=>0,'u45'=>0,'u46'=>0,'u47'=>0,'u48'=>0,'u49'=>0,'u50'=>0);
- $start = ($post['a1_v']-1)*10+1;
- $att_ab = array('a1'=>0,'a2'=>0,'a3'=>0,'a4'=>0,'a5'=>0,'a6'=>0,'a7'=>0,'a8'=>0);
- $def_ab = array('b1'=>0,'b2'=>0,'b3'=>0,'b4'=>0,'b5'=>0,'b6'=>0,'b7'=>0,'b8'=>0);
- $index = 1;
- for($i=$start;$i<=($start+9);$i++) {
- $attacker['u'.$i] = $post['a1_'.$index];
- if($index <=8) {
- $att_ab['a'.$index] = $post['f1_'.$index];
- }
- $index += 1;
- }
- $defender = array();
- for($i=1;$i<=50;$i++) {
- if(isset($post['a2_'.$i]) && $post['a2_'.$i] != "") {
- $defender['u'.$i] = $post['a2_'.$i];
- }
- else {
- $defender['u'.$i] = 0;
- }
- }
- $deftribe = $post['deftribe'];
- $wall = 0;
- switch($deftribe) {
- case 1:
- for($i=1;$i<=8;$i++) {
- $def_ab['b'.$i] = $post['f2_'.$i];
- }
- $wall = $post['wall1'];
- break;
- case 2:
- for($i=11;$i<=18;$i++) {
- $def_ab['b'.$i] = $post['f2_'.$i];
- }
- $wall = $post['wall2'];
- break;
- case 3:
- for($i=21;$i<=28;$i++) {
- $def_ab['b'.$i] = $post['f2_'.$i];
- }
- $wall = $post['wall3'];
- break;
- case 4:
- for($i=31;$i<=38;$i++) {
- $def_ab['b'.$i] = $post['f2_'.$i];
- }
- $wall = $post['wall4'];
- break;
- case 5:
- for($i=41;$i<=48;$i++) {
- $def_ab['b'.$i] = $post['f2_'.$i];
- }
- $wall = $post['wall5'];
- break;
- }
- if($post['kata'] == "") {
- $post['kata'] = 0;
- }
-
- // check scout
-
- $scout = 1;
- for($i=$start;$i<=($start+9);$i++) {
- if($i == 4 || $i == 14 || $i == 23 || $i == 34 || $i == 44)
- {}
- else{
- if($attacker['u'.$i]>0) {
- $scout = 0;
- break;
- }
- }
- }
- //var_dump($post);
- echo "return $this->calculateBattle(".$attacker.",".$defender.",".$wall.",".$post['a1_v'].",".$deftribe.",".$post['palast'].",".$post['ew1'].",".$post['ew2'].",".$post['ktyp']."+3,".$def_ab.",".$att_ab.",".$post['kata'].",1);<br>\n";
- // echo 'calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab,$tblevel,$stonemason,$walllevel)';
- if(!$scout)
- return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab,$att_ab,$post['kata'],1,$wall);
- else
- return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],1,$def_ab,$att_ab,$post['kata'],1,$wall);
- }
-
- //1 raid 0 normal
- function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab,$tblevel,$stonemason,$walllevel) {
- global $bid34;
- // Definieer de array met de eenheden
- $calvary = array(4,5,6,15,16,23,24,25,26,35,36,45,46);
- $catapult = array(8,18,28,38,48);
- $rams = array(7,17,27,37,47);
- $catp = $ram = 0;
- // Array om terug te keren met het resultaat van de berekening
- $result = array();
- $involve = 0;
- $winner = false;
- // bij 0 alle deelresultaten
- $cap = $ap = $dp = $cdp = $rap = $rdp = 0;
-
- //exit($type);
- if ($Attacker['uhero'] != 0)
- {
- //exit($Attacker['id']);
- $atkhero= $this->getBattleHero($Attacker['id']);
- }
- //$defhero= $this->getBattleHero($Defender['id']);
- //
- // Berekenen het totaal aantal punten van Aanvaller
- //
- $start = ($att_tribe-1)*10+1;
- $end = ($att_tribe*10);
-
- $abcount = 1;
-
- if($type == 1)
- {
- for($i=$start;$i<=$end;$i++) {
- global ${'u'.$i};
- if($abcount <= 8 && $att_ab['a'.$abcount] > 0) {
-
- $ap += (35 + ( 35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, $att_ab['a'.$abcount]) - 1)) * $Attacker['u'.$i];
-
- }
- else {
- $ap += $Attacker['u'.$i] * 35;
- }
- $abcount +=1;
-
- $units['Att_unit'][$i] = $Attacker['u'.$i];
- }
- if ($Attacker['uhero'] != 0){
- $ap += $atkhero['atk'] * 35;
- $ap = $ap * $atkhero['ob'];
- }
- }
- else
- {
- for($i=$start;$i<=$end;$i++) {
- global ${'u'.$i};
- if($abcount <= 8 && $att_ab['a'.$abcount] > 0) {
- if(in_array($i,$calvary)) {
- $cap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, $att_ab['a'.$abcount]) - 1)) * $Attacker['u'.$i];
- }
- else {
- $ap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, $att_ab['a'.$abcount]) - 1)) * $Attacker['u'.$i];
- }
- }
- else {
- if(in_array($i,$calvary)) {
- $cap += $Attacker['u'.$i]*${'u'.$i}['atk'];
- }
- else {
- $ap += $Attacker['u'.$i]*${'u'.$i}['atk'];
- }
- }
-
- $abcount +=1;
- // Punten van de catavult van de aanvaller
- if(in_array($i,$catapult)) {
- $catp += $Attacker['u'.$i];
- }
- // Punten van de Rammen van de aanvaller
- if(in_array($i,$rams))
- {
- $ram += $Attacker['u'.$i];
- }
- $involve += $Attacker['u'.$i];
- $units['Att_unit'][$i] = $Attacker['u'.$i];
- }
-
- if ($Attacker['uhero'] != 0)
- {
- $units['Att_unit']['hero'] = $Attacker['uhero'];
- $cap += $Attacker['uhero']*$atkhero['atk'];
- $ap += $Attacker['uhero']*$atkhero['atk'];
- $ap = $ap * $atkhero['ob'];
- $cap = $cap * $atkhero['ob'];
- }
-
- }
-
- //
- // Berekent het totaal aantal punten van de Defender
- //
- $start = ($def_tribe-1)*10+1;
- $end = ($def_tribe*10);
- $abcount = 1;
-
- if($type == 1)
- {
- for($y=4;$y<=44;$y++) {
- if($y == 4 || $y == 14 || $y == 23 || $y == 34 || $y == 44)
- {
- global ${'u'.$y};
- if($y >= $start && $y <= ($end-2) && $def_ab['b'.$abcount] > 0) {
- $dp += (20 + (20 + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab['b'.$y]) - 1)) * $Defender['u'.$y];
- $abcount +=1;
- }
- else {
- $dp += $Defender['u'.$y]*20;
- }
- $units['Def_unit'][$y] = $Defender['u'.$y];
- }
- }
- }
-
- else
- {
- for($y=1;$y<=50;$y++) {
- global ${'u'.$y};
- if($y >= $start && $y <= ($end-2) && $def_ab['b'.$abcount] > 0) {
- $dp += (${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab['b'.$y]) - 1)) * $Defender['u'.$y];
- $cdp += (${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab['b'.$y]) - 1)) * $Defender['u'.$y];
- $abcount +=1;
- }
- else {
- $dp += $Defender['u'.$y]*${'u'.$y}['di'];
- $cdp += $Defender['u'.$y]*${'u'.$y}['dc'];
- }
- $involve += $Defender['u'.$y];
- $units['Def_unit'][$y] = $Defender['u'.$y];
- }
- }
-
- //
- // Formule voor de berekening van de bonus verdedigingsmuur "en" Residence ";
- //
- if($def_wall > 0) {
- // Stel de factor berekening voor de "Muur" als het type van de beschaving
- // Factor = 1030 Romeinse muur
- // Factor = 1020 Wall Germanen
- // Factor = 1025 Wall Galliers
- $factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
- // Defense Infanterie = infanterie * Muur (%)
- ///echo"$factor,$def_wall";
- $dp *= pow($factor,$def_wall);
- //echo"||| =$dp dp|||";
- // Defensa Cavelerie = Cavelerie * Muur (%)
- $cdp *= pow($factor,$def_wall);
- //echo"||| =$cdp cdp|||";
- // Berekening van de Basic defence bonus "Residence"
- $dp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
- //echo"||| $residence=$dp dp2|||";
- $cdp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
- //echo"||| $residence=$cdp cdp2|||";
- }
- else
- {
- // Berekening van de Basic defence bonus "Residence"
- $dp += (2*(pow($residence,2)));
- $cdp += (2*(pow($residence,2)));
- }
-
- //
- // Formule voor het berekenen van punten aanvallers (Infanterie & Cavalry)
- //
- $rap = $ap+$cap;
- //
- // Formule voor de berekening van Defensive Punten
- //
- if ($rap==0)
- $rdp = ($dp) + ($cdp) + 10;
- else
- $rdp = ($dp * ($ap/$rap)) + ($cdp * ($cap/$rap)) + 10;
- //
- // En de Winnaar is....:
- //
- $result['Attack_points'] = $rap;
- $result['Defend_points'] = $rdp;
-
- $winner = ($rap > $rdp);
- $result['Winner'] = ($winner)? "attacker" : "defender";
-
- // Formule voor de berekening van de Moraal
- if($attpop > $defpop) {
- if ($rap < $rdp) {
- $moralbonus = min(1.5, pow($attpop / $defpop, (0.2*($rap/$rdp))));
- }
- else {
- $moralbonus = min(1.5, pow($attpop / $defpop, 0.2));
- }
- }
- else {
- $moralbonus = 1.0;
- }
- if($involve >= 1000) {
- $Mfactor = round(2*(1.8592-pow($involve,0.015)),4);
- }
- else {
- $Mfactor = 1.5;
- }
- // Formule voor het berekenen verloren drives
- // $type = 1 Raid, 0 Normal
- if($type == 1)
- {
- $holder = pow((($rdp*$moralbonus)/$rap),$Mfactor);
- $holder = $holder / (1 + $holder);
- // Attacker
- $result[1] = $holder;
-
- // Defender
- $result[2] = 0;
- }
- else if($type == 2)
- {
-
- }
- else if($type == 4) {
- $holder = ($winner) ? pow((($rdp*$moralbonus)/$rap),$Mfactor) : pow(($rap/($rdp*$moralbonus)),$Mfactor);
- $holder = $holder / (1 + $holder);
- // Attacker
- $result[1] = $winner ? $holder : 1 - $holder;
- // Defender
- $result[2] = $winner ? 1 - $holder : $holder;
- $ram -= round($ram*$result[1]/100);
- $catp -= round($catp*$result[1]/100);
- }
- else if($type == 3)
- {
- // Attacker
- $result[1] = ($winner)? pow((($rdp*$moralbonus)/$rap),$Mfactor) : 1;
- $result[1] = round($result[1],8);
-
- // Defender
- $result[2] = (!$winner)? pow(($rap/($rdp*$moralbonus)),$Mfactor) : 1;
- $result[2] = round($result[2],8);
- // Als aangevallen met "Hero"
- $ku = ($att_tribe-1)*10+9;
- $kings = $Attacker['u'.$ku];
-
- $aviables= $kings-round($kings*$result[1]);
- if ($aviables>0){
- switch($aviables){
- case 1:
- $fealthy = rand(20,30);
- break;
- case 2:
- $fealthy = rand(40,60);
- break;
- case 3:
- $fealthy = rand(60,80);
- break;
- case 4:
- $fealthy = rand(80,100);
- break;
- default:
- $fealthy = 100;
- break;
- }
- $result['hero_fealthy'] = $fealthy;
- }
- $ram -= ($winner)? round($ram*$result[1]/100) : round($ram*$result[2]/100);
- $catp -= ($winner)? round($catp*$result[1]/100) : round($catp*$result[2]/100);
-
- }
- // Formule voor de berekening van katapulten nodig
- if($catp > 0 && $tblevel != 0) {
- $wctp = pow(($rap/$rdp),1.5);
- $wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
- $wctp *= $catp;
- $need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a8']))/200) / (1 * $bid34[$stonemason]['attri']/100))) + 0.5);
- // Aantal katapulten om het gebouw neer te halen
- $result[3] = $need;
- // Aantal Katapulten die handeling
- $result[4] = $wctp;
- $result[5] = $moralbonus;
- $result[6] = $att_ab['a8'];
- }
- if($ram > 0 && $walllevel != 0) {
- $wctp = pow(($rap/$rdp),1.5);
- echo $wctp."=pow((".$rap."/".$rdp."),1.5);";
- $wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
- echo "{".$wctp."}";
- $wctp *= $ram;
- echo "}".$ram.":".$wctp."{";
- $tribewall = ($def_tribe==1? '1':($def_tribe==2? '5' : ($def_tribe==3? '2' : '1')));
- $l2=round(($walllevel–1)/2);
- echo ">>".$tribewall."<<";
- $need = ($walllevel*($walllevel+1)/8 + 5 + (24.875 + 0.625*$l2)*$l2/2);
- // $need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a7']))/200) / (1 * $bid34[$stonemason]['attri']/100))) + 0.5);
- $need *= $tribewall;
- // Aantal katapulten om het gebouw neer te halen
- $result[7] = $need;
- //DDR = DC * { L*(L+1)/8 + 5 + (24.875 + 0.625*L2)*L2/2 } (10)
- //L2 = round{ (L – 1) / 2 }
- //L — starting level of wall.
- //DDR — Demolition Damage of Rams, equals percent of worked rams (9).
- //DC — Durability coefficient, depends on tribe, stonemason, rams' upgrades and durability artifact.
- // Aantal Katapulten die handeling
- $result[8] = round(($wctp*(100-$need))/100);
- }
-
- $result[6] = pow($rap/$rdp*$moralbonus,$Mfactor);
- $total_att_units = count($units['Att_unit']);
- $start = intval(($att_tribe-1)*10+1);
- $end = intval(($att_tribe*10));
- //exit($start."|".$end."|".$att_tribe);
- //$y=1;
- for($i=$start;$i <= $end;$i++)
- {
- $y = $i-(($att_tribe-1)*10);
- //exit(intval("$y"));
- $result['casualties_attacker'][$y] = round($result[1]*$units['Att_unit'][$i]);
- //$y++;
- //exit($result['casualties_attacker'][$y]);
-
- }
- //$result['casualties_attacker']['11'] = 0;
- //exit($result['casualties_attacker']['2']);
- //$_hero=11;
- // var_dump($units);
- //echo"1111111111111";
- if ($units['Att_unit']['hero']>0)
- {
- // echo"22222222222222222";
- //echo "select `owner` from " . TB_PREFIX . "vdata where `wref`='".$Attacker['from']."'";
- $_result=mysql_query("select `owner` from " . TB_PREFIX . "vdata where `wref`='".$Attacker['from']."'");
- $fdb = mysql_fetch_array($_result);
- $hero_owner=$fdb['owner'];
- // echo"<pre>";var_dump($Attacker);echo"</pre>";
- //echo "select * from " . TB_PREFIX . "hero where `dead`='0' and `uid`='".$hero_owner."'";
- $_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `uid`='".$hero_owner."'");
- $fdb = mysql_fetch_array($_result);
- $hero_id=$fdb['heroid'];
- $hero_health=$fdb['health'];
- $damage_health=round(100*$result[1]);
- //exit($damage_health."|".$hero_health."|".$hero_owner);
- // echo "$hero_health<=$damage_health";
- if ($hero_health<=$damage_health)
- {
- //hero die
- // echo "hero_die";
- $result['casualties_attacker']['11'] = 1;
- mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
- }
- else
- {
- $result['casualties_attacker']['11'] = 0;
- mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
- }
- }
-
- //exit($result['casualties_attacker']['11']);
- //$result['casualties_attacker'][11] = round($result[1]*$units['Att_unit']['hero']);
-
-
- // Work out bounty
- $start = ($att_tribe-1)*10+1;
- $end = ($att_tribe*10);
-
- $max_bounty = 0;
-
- for($i=$start;$i<=$end;$i++) {
- $y = $i-(($att_tribe-1)*10);
-
- $max_bounty += ($Attacker['u'.$i]-$result['casualties_attacker'][$y])*${'u'.$i}['cap'];
-
- }
-
- $result['bounty'] = $max_bounty;
-
- return $result;
- }
- public function resolveConflict($data) {
- global $database,$units,$unitsbytype;
- $UnitChief = $UnitRam = $UnitCatapult = 0;
- $attacker_count = $attack_infantry = $attack_cavalry = $attack_scout = $rams = $catapults = 0;
- $defender_count = $defense_infantry = $defense_cavalry = $defense_scout = $defense_heros = 0;
- $DefenderFieldsArray = $ResourceImprovementArray = $TrapperArray = array();
- $FieldPalRes = $BonusPalRes = $BonusStoneMason = $BonusArtefactDurability = 0;
- $ExperienceAttacker = $ExperienceDefender = 0;
- $RecountReqd = $AllDefendersDead = False;
- $AttackArrivalTime = $data['endtime'];
- $AttackerData = $database->getVillageBattleData($data['from']);
- $AttackerData['pop'] = $database->getPopulation($AttackerData['id']);
- $Blacksmith = $database->getABTech($data['from']);
- for($i=1;$i<=11;$i++) { $attacker_count += $data['t'.$i]; }
- if($data['type'] != 1) {
- // Trap attacking troops if this is not a scouting mission
- }
- for($i=1;$i<=10;$i++) {
- if($data['t'.$i] > 0) {
- $unit = ($AttackerData['tribe']-1)*10+$i;
- $unitdata = $GLOBALS['u'.$unit];
- if(in_array($unit,$unitsbytype['cavalry'])) {
- $attack_cavalry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
- } else {
- $attack_infantry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
- }
- if(in_array($unit,$unitsbytype['scout'])) {
- $attack_scout = $data['t'.$i] * 35 * pow(1.021,$Blacksmith['b'.$i]);
- }
- if(in_array($unit,$unitsbytype['chief'])) { $UnitChief = $i; }
- if(in_array($unit,$unitsbytype['ram'])) { $UnitRam = $i; }
- if(in_array($unit,$unitsbytype['catapult'])) { $UnitCatapult = $i; }
- }
- }
- if($data['t11'] == 1 && $data['type'] != 1) {
- $heroarrayAttacker = $this->getBattleHero($AttackerData['id']);
- if(in_array($heroarrayAttacker['unit'],$unitsbytype['cavalry'])) {
- $attack_cavalry += $heroarrayAttacker['atk'];
- } else {
- $attack_infantry += $heroarrayAttacker['atk'];
- }
- $attack_infantry *= $heroarrayAttacker['ob'];
- $attack_cavalry *= $heroarrayAttacker['ob'];
- }
- $attack_total = $attack_infantry + $attack_cavalry;
- if($attacker_count == 1 && $attack_total < 83 && $data['type'] != 1) {
- // kill the single non-scout low level attacker due to basic village defense
- }
- if ($database->isVillageOases($id) == 0) {
- $DefenderData = $database->getVillageBattleData($data['to']);
- $DefenderData['pop'] = $database->getPopulation($DefenderData['id']);
- $IsOasis = False;
- } else {
- $OasisData = $database->getOMInfo($data['to']);
- $IsOasis = True;
- if($OasisData['conqured'] == 0) {
- $DefenderData['pop'] = 500;
- } else {
- $DefenderData['pop'] = $database->getPopulation($OasisData['conqured']);
- }
- $DefenderData['tribe'] = 4;
- $DefenderData['wall'] = 0;
- }
- $DefenderUnits = $database->getUnit($data['to']);
- $DefendersAll = $database->getEnforceVillage($data['to'],0);
- array_unshift($DefendersAll,$DefenderUnits);
- foreach($DefendersAll as $defenders) {
- $definf = $defcav = 0;
- if(!empty($Armoury)) { reset($Armoury); }
- $Armoury = $defenders['from'] != $defenders['vref'] ? $database->getABTech($defenders['from']) : $database->getABTech($defenders['vref']);
- for($i=1;$i<=50;$i++) {
- if($defenders['u'.$i] > 0) {
- if(!empty($unitdata)) { reset($unitdata); }
- $unitdata = $GLOBALS['u'.$i];
- $definf += $defenders['u'.$i] * ($unitdata['di'] + ($unitdata['di'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
- $defcav += $defenders['u'.$i] * ($unitdata['dc'] + ($unitdata['dc'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
- if(in_array($i,$unitsbytype['scout'])) {
- $defense_scout += $defenders['u'.$i] * 20 * pow(1.03,$Armoury['a'.($i%10)]);
- }
- $defender_count += $defenders['u'.$i];
- }
- }
- if($defenders['hero'] == 1 && $data['type'] != 1) {
- if(!empty($heroarray)) { reset($heroarray); }
- if($defender['vref'] == $data['to']) {
- $heroarray = $this->getBattleHero($DefenderData['id']);
- } else {
- $ReinforcerData = $database->getVillageBattleData($defenders['from']);
- $heroarray = $this->getBattleHero($ReinforcerData['id']);
- }
- $definf = ($definf + $heroarray['di']) * $heroarray['db'];
- $defcav = ($defcav + $heroarray['dc']) * $heroarray['db'];
- $defense_heros++;
- }
- $defense_infantry += $definf;
- $defense_cavalry += $defcav;
- }
- if($data['type'] == 1) {
- if($attack_scout > $defense_scout) {
- $attack_scout_casualties = pow(($defense_scout / $attack_scout),1.5);
- // generate scout report and process casualties
- } else {
- $attack_scout_casualties = 1;
- // kill all scouts
- }
- } else {
- $defense_total = $attack_infantry * $defense_infantry / $attack_total + $attack_cavalry * $defense_cavalry / $attack_total;
- if($DefenderData['pop'] < $AttackerData['pop']) {
- $defense_total *= min(1.5,pow($AttackerData['pop']/$DefenderData['pop'],0.2));
- }
- $DefenderFields = $database->getResourceLevel($data['to']);
- for($i=1;$i<=38;$i++) {
- if($DefenderFields['f'.$i] > 0) { $DefenderFieldsArray[] = $i; }
- if($DefenderFields['f'.$i.'t'] == 25 || $DefenderFields['f'.$i.'t'] == 26) {
- $BonusPalRes = 2 * pow($DefenderFields['f'.$i],2);
- $FieldPalRes = $i;
- }
- if($DefenderFields['f'.$i.'t'] == 34) {
- $BonusStoneMason = $DefenderFields['f'.$i] / 10 + 1;
- }
- if($DefenderFields['f'.$i.'t'] >= 5 && $DefenderFields['f'.$i.'t'] <= 9) {
- $ResourceImprovementArray[] = $i;
- }
- if($DefenderFields['f'.$i.'t'] == 36) {
- $TrapperArray[] = $i;
- }
- if($DefenderFields['f'.$i.'t'] == $data['ctar1'] && $data['ctar1'] != 0) {
- $ctarf[1] = $i;
- }
- if($DefenderFields['f'.$i.'t'] == $data['ctar2'] && $data['ctar2'] != 0 && ($data['ctar1'] != $data['ctar2'] || $data['ctar2'] <= 18)) {
- $ctarf[2]= $i;
- }
- }
- $defense_total += $BonusPalRes;
- $BonusWall = $DefenderData['tribe'] == 1 ? 1.03 : ($DefenderData['tribe'] == 2 ? 1.02 : 1.025);
- $defense_total *= pow($BonusWall,$DefenderData['wall']);
- if($attacker_count + $defender_count + $defense_heros > 1000) {
- $DiffModifier = 2 * (1.8592 - pow(($attacker_count + $defender_count + $defense_heros),0.015));
- } else {
- $DiffModifier = 1.5;
- }
- $attack_casualties = $defense_casualties = 1;
- if($attack_total > $defense_total) {
- $attack_casualties = pow(($defense_total / $attack_total),$DiffModifier);
- if($data['type'] == 4) {
- $attack_casualties = $attack_casualties / (1 + $attack_casualties);
- $defense_casualties = 1 - $attack_casualties;
- }
- } else {
- $defense_casualties = pow(($attack_total / $defense_total),$DiffModifier);
- if($data['type'] == 4) {
- $defense_casualties = $defense_casualties / (1 + $defense_casualties);
- $attack_casualties = 1 - $defense_casualties;
- }
- }
- if($rams > 0 && $DefenderData['wall'] > 0) {
- if($attack_casualties < 1) {
- $database->setVillageLevel($data['to'],'f40t',0);
- $database->setVillageLevel($data['to'],'f40',0);
- } else {
- $RequiredRams=array(1=>array(1,2,2,3,4,6,7,10,12,14,17,20,23,27,31,35,39,43,48,53),array(1,4,8,13,19,27,36,46,57,69,83,98,114,132,151,171,192,214,238,263),array(1,2,4,6,8,11,15,19,23,28,34,40,46,53,61,69,77,86,96,106));
- $DC = max(1,$BonusStoneMason) * max(1,$BonusPalRes) / (pow(1.015,$Blacksmith['b'.$UnitRam])) ;
- $L = $DefenderData['wall'];
- $L2 = round(($DefenderData['wall'] - 1) /2);
- $DDR = $DC / ( $L*($L+1)/8 + 5 + (24.875 + 0.625*$L2)*$L2/2 );
- //calculate damage to wall based on surviving rams
- }
- $RecountReqd = True;
- }
- if($catapults > 0 && !$IsOasis) {
- $BuildLevelStrength=array(1=>1,2,2,3,4,6,8,10,12,14,17,20,23,27,31,35,39,43,48,53);
- $RequiredCatapults = $RequiredCatapultsMax = $BuildingLevelMax = array();
- if(!empty($RequiredCatapults)) { reset($RequiredCatapults); }
- for($i=1;$i<=2;$i++) {
- if($data['ctar'.$i] == 0 || $ctarf[$i] == 0) {
- $data['ctar'.$i] = $DefenderFieldsArray[rand(0,count($DefenderFieldsArray)-1)];
- if($data['ctar2'] == 0 && $i == 1) { $data['ctar2'] = $data['ctar1']; }
- }
- $RequiredCatapults[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($DefenderField['f'.$ctarf[$i]],2) + $DefenderField['f'.$ctarf[$i]] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
- $BuildingLevelMax[$i] = 20;
- if($DefenderData['capital'] != 1 && $data['ctar'.$i] <= 18 || in_array($data['ctar'.$i],$TrapperArray)) { $BuildingLevelMax[$i] = 10; }
- if(in_array($data['ctar'.$i],$ResourceImprovementArray)) { $BuildingLevelMax[$i] = 5; }
- $RequiredCatapultsMax[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($BuildingLevelMax[$i],2) + $BuildingLevelMax[$i] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
- }
- $CatapultsFiring = pow($attack_total / $defense_total,1.5);
- if($CatapultsFiring > 1) {
- $CatapultsFiring = 1 - 0.5 / $CatapultsFiring;
- } else {
- $CatapultsFiring = 0.5 * $CatapultsFiring;
- }
- $CatapultsFiring *= $data['t'.$UnitCatapult];
- for($i=1;$i=($data['ctar1']==$data['ctar2']?1:2);$i++) {
- $BuildingLevelOld[$i] = $DefenderField['f'.$data['ctar'.$i]];
- if($data['ctar1']!=$data['ctar2'] && $i==1) { $CatapultsFiring /= 2; }
- if($CatapultsFiring >= $RequiredCatapults[$i]) {
- if($DefenderField['f'.$data['ctar'.$i]] == $FieldPalRes) { $DestroyedPalRes = True; }
- if($data['ctar'.$i] >= 19) { $database->setVillageLevel($data['to'],'f'.$data['ctar'.$i].'t',0); }
- $database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],0);
- $BuildingLevelNow[$i] = 0;
- $RecountReqd = True;
- } else {
- $BuildLevelCount = 0;
- for($j=$DefenderField['f'.$data['ctar'.$i]];$j=1;$j--) {
- $BuildLevelCount += ($BuildLevelStrength[$j] - $BuildLevelStrength[$j-1]) * $RequiredCatapultsMax[$i] / $BuildLevelStrength[$BuildingLevelMax[$i]];
- if($CatapultsFiring < $BuildLevelCount) {
- $BuildingLevelNow[$i] = $j;
- break;
- }
- $database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],$BuildingLevelNow[$i]);
- $RecountReqd = True;
- }
- }
- }
- }
- for($i=1;$i<=10;$i++) {
- $attack_casualties_array[$i] = round($data['t'.$i] * $attack_casualties);
- if(!empty($unitdata)) { reset($unitdata); }
- $unitdata = $GLOBALS['u'.(($AttackerData['tribe']-1)*10+$i)];
- $ExperienceDefender += $attack_casualties_array[$i] * $unitdata['pop'];
- }
- if($data['t11'] == 1) {
- if($attack_casualties < 0.9) {
- if($heroarrayAttacker['health']-100*$attack_casualties > 0) {
- $database->modifyHero('health',(100*$attack_casualties),$heroarrayAttacker['heroid'],2);
- $database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
- } else {
- $database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
- $database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
- $database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
- }
- } else {
- $database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
- $database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
- $database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
- }
- }
- // send surviving attackers and hero home, report.
- // calculate defensive casualties, hero damage and experience (all heroes), modify units and reinforcements, report.
- // damage buildings report
- // Chiefing logic including wall and tribal specific building removal
- if($IsOasis && $data['t11'] == 1 && $AllDefendersDead) {
- $database->modifyOasisLoyalty($data['to']);
- if($database->canConquerOasis($data['from'],$data['to'])) {
- $database->conquerOasis($data['to'],$data['from'],$AttackerData['id']);
- }
- }
- if($RecountReqd) { $automation->recountPop($data['to']); }
- }
- }
- };
- $battle = new Battle;
- ?>