diff --git a/GameEngine/Battle.php b/GameEngine/Battle.php index 3973d9ec..bc30161a 100644 --- a/GameEngine/Battle.php +++ b/GameEngine/Battle.php @@ -259,7 +259,7 @@ class Battle { * cast (int) + clamp de interval. Pentru valori VALIDE rezultatul * este identic cu originalul (verificat cu harness-ul de * echivalenta); clamp-urile schimba comportamentul doar pe input - * invalid — fiecare e semnalat individual mai jos. + * invalid - fiecare e semnalat individual mai jos. ******************************************************************/ $attTribe = (int)$post['a1_v']; // validat 1..9 in procSim() @@ -421,7 +421,7 @@ class Battle { // The building TYPE is stored in the 'ft' columns of fdata (e.g. the // Brewery on slot 20 is 'f20t' == 35); the matching level lives in 'f'. - // Match on the 't' SUFFIX, not the first character — a previous rewrite + // Match on the 't' SUFFIX, not the first character - a previous rewrite // tested $key[0] === 't', which never matched 'ft' and made this // return 0 for every building (issue #294: Brewery bonus never applied). // Mirrors Building::getTypeLevel()/Automation::getTypeLevel(). @@ -482,14 +482,14 @@ class Battle { /***************************************** Function to process Calculate Battle - (Phase 2: orchestrator — fiecare sectiune + (Phase 2: orchestrator - fiecare sectiune a devenit un helper privat, mai jos) $previousHeroOutcome: result of an earlier pass over the SAME battle (rams changed the wall level, so it is replayed). When set, the hero damage is not applied a second - time — the first verdict is reused instead + time - the first verdict is reused instead (issue #372). *****************************************/ @@ -552,7 +552,7 @@ class Battle { } /****************************************************************** - * DEFENDER FORCES (BASE + REINFORCEMENTS) — citeste DB, nu scrie + * DEFENDER FORCES (BASE + REINFORCEMENTS) - citeste DB, nu scrie ******************************************************************/ $defForces = $this->computeDefenderForces( $Defender, $def_ab, $type, @@ -636,7 +636,7 @@ class Battle { $Mfactor = $this->computeMfactor($involve, $type); /****************************************************************** - * LOSSES (tip 1/3/4 — izoleaza singurul rand() din fisier) + * LOSSES (tip 1/3/4 - izoleaza singurul rand() din fisier) ******************************************************************/ $losses = $this->computeLossRatios( $type, $winner, $att_tribe, $detected, $Attacker, @@ -701,7 +701,7 @@ class Battle { ); /****************************************************************** - * HERO DAMAGE — per-hero carry over on a recalculation + * HERO DAMAGE - per-hero carry over on a recalculation * * applyHeroBattleDamage() WRITES to the hero table. When rams change * the wall level, the caller replays the whole battle @@ -1109,7 +1109,7 @@ class Battle { } // NOTA: artefactul ofensiv al atacatorului se aplica DOAR pe ramura - // de spionaj (tip 1), nu si la atacurile normale — comportament + // de spionaj (tip 1), nu si la atacurile normale - comportament // original pastrat 1:1; de verificat separat daca e intentionat $ap *= $attacker_artefact; @@ -1375,7 +1375,7 @@ class Battle { /***************************************** Phase 2 helper: bonusul de atac Brewery (citeste DB; extras ca sa ramana - computeTotalPoints() pur — vezi tabelul + computeTotalPoints() pur - vezi tabelul de mapare din livrare) *****************************************/ @@ -1387,8 +1387,8 @@ class Battle { // Brewery (35) Mead-Festival attack bonus: Teuton-only, capital-only but // empire-wide, and active ONLY while a festival is running (72h). It must be - // read from the attacker's CAPITAL — $AttackerWref is the launching village, - // which usually has no Brewery — and gated on the festival being active, + // read from the attacker's CAPITAL - $AttackerWref is the launching village, + // which usually has no Brewery - and gated on the festival being active, // otherwise the bonus is permanent and never reacts to the festival being // started/expired (issue #294). This mirrors the catapult-randomization gate // in Units.php and the chief-penalty gate in Automation.php. The simulator @@ -1487,7 +1487,7 @@ class Battle { /***************************************** Phase 2 helper: ratele de pierderi pentru - tipurile 1/3/4 — izoleaza singurul rand() + tipurile 1/3/4 - izoleaza singurul rand() din fisier (hero_fealthy); pentru alte tipuri nu seteaza cheile 1/2, exact ca originalul @@ -1526,7 +1526,7 @@ class Battle { // NOTA: $result[1] e o fractie 0..1, deci "/ 100" face scaderea // aproape mereu 0 (berbecii/catapultele trag cu efectivul de - // dinainte de pierderi) — comportament original pastrat 1:1 + // dinainte de pierderi) - comportament original pastrat 1:1 $ram -= round($ram * $result[1] / 100); $catp -= round($catp * $result[1] / 100); @@ -1564,7 +1564,7 @@ class Battle { // NOTA: cast-ul (int) trunchiaza fractia la 0, deci $aviables == // $kings pentru orice pierdere partiala (doar pierderea totala, - // result[1] == 1, ii scade) — comportament original pastrat 1:1 + // result[1] == 1, ii scade) - comportament original pastrat 1:1 $aviables = $kings - round($kings * (int)$result[1]); if ($aviables > 0) { @@ -1580,7 +1580,7 @@ class Battle { $result['hero_fealthy'] = $fealthy; } - // NOTA: acelasi "/ 100" pe fractie ca la tipul 4 — pastrat 1:1 + // NOTA: acelasi "/ 100" pe fractie ca la tipul 4 - pastrat 1:1 $ram -= ($winner) ? round($ram * $result[1] / 100) : round($ram * $result[2] / 100); @@ -1718,7 +1718,7 @@ class Battle { /***************************************** Phase 2 helper: daunele de sanatate ale - unui erou dupa lupta — unifica cele 3 + unui erou dupa lupta - unifica cele 3 blocuri DB duplicate (atacator, aparator, intariri); SINGURUL helper care scrie in DB. Intoarce: null = eroul nu exista / @@ -1778,7 +1778,7 @@ class Battle { * * BUG REPARAT: armurile scad daunele cu o valoare fixa * (HeroBattleBonus::reduceDamage), asa ca la o infrangere totala eroul - * putea coborî sub prag si supravietuia - se intorcea singur in sat, desi + * putea cobori sub prag si supravietuia - se intorcea singur in sat, desi * toata armata murise. * * Reducerea din armuri ramane valabila pentru lupte partiale, dar cand