Fixed a bug while chiefing and catapulting

+Brewery, big parties and moral bonus are now counted correctly towards
the loyalty reduction
+If you have a brewery you'll now forced to attack random buildings
+Some clean-up
This commit is contained in:
iopietro
2018-05-01 17:03:41 +02:00
parent 2fc3e7b7da
commit 0a9fe1125e
4 changed files with 201 additions and 221 deletions
+58 -70
View File
@@ -2185,33 +2185,21 @@ class Automation {
if(($data['t9'] - $dead9 - $traped9) > 0 && $isoasis == 0){
if ($type == 3) {
$palacelevel = $database->getResourceLevel($from['wref']);
for($i = 1; $i <= 40; $i++) {
if($palacelevel['f'.$i.'t'] == 26) $plevel = $i;
elseif($palacelevel['f'.$i.'t'] == 25) $plevel = $i;
}
if($palacelevel['f'.$plevel.'t'] == 26){
if($palacelevel['f'.$plevel] < 10){
$canconquer = 0;
}
elseif($palacelevel['f'.$plevel] < 15){
$canconquer = 1;
}
elseif($palacelevel['f'.$plevel] < 20){
$canconquer = 2;
}
else{
$canconquer = 3;
}
if($palacelevel['f'.$plevel.'t'] == 26){
if($palacelevel['f'.$plevel] < 10) $canconquer = 0;
elseif($palacelevel['f'.$plevel] < 15) $canconquer = 1;
elseif($palacelevel['f'.$plevel] < 20) $canconquer = 2;
else $canconquer = 3;
}else if($palacelevel['f'.$plevel.'t'] == 25){
if($palacelevel['f'.$plevel] < 10){
$canconquer = 0;
}
elseif($palacelevel['f'.$plevel] < 20){
$canconquer = 1;
}
else{
$canconquer = 2;
}
if($palacelevel['f'.$plevel] < 10) $canconquer = 0;
elseif($palacelevel['f'.$plevel] < 20) $canconquer = 1;
else $canconquer = 2;
}
$expArray = $database->getVillageFields($from['wref'], 'exp1, exp2, exp3');
@@ -2219,22 +2207,14 @@ class Automation {
$exp2 = $expArray['exp2'];
$exp3 = $expArray['exp3'];
if($exp1 == 0){
$villexp = 0;
}
elseif($exp2 == 0){
$villexp = 1;
}
elseif($exp3 == 0){
$villexp = 2;
}
else{
$villexp = 3;
}
if($exp1 == 0) $villexp = 0;
elseif($exp2 == 0) $villexp = 1;
elseif($exp3 == 0) $villexp = 2;
else $villexp = 3;
$mode = CP;
$cp_mode = $GLOBALS['cp'.$mode];
$need_cps = $cp_mode[count($varray1)+1];
$need_cps = $cp_mode[count($varray1) + 1];
$user_cps = $database->getUserArray($from['owner'], 1)['cp'];
//check for last village or capital
@@ -2252,23 +2232,33 @@ class Automation {
if(!isset($nochiefing)){
//$info_chief = "".$chief_pic.",You don't have enought CP to chief a village.";
// note: at this point, we can use cache, since we've cleared it above
if($this->getTypeLevel(35, $data['from']) == 0){
for ($i = 0; $i < ($data['t9'] - $dead9 - $traped9); $i++){
if (!isset($rand)) $rand = 0;
if($owntribe == 1) $rand += rand(20, 30);
else $rand += rand(20, 25);
}
}else{
for ($i = 0; $i < ($data['t9'] - $dead9 - $traped9); $i++){
$rand += rand(5, 15);
}
}
$time = time();
$reducedLoyaltyTotal = $reducedLoyalty = 0;
for ($i = 0; $i < ($data['t9'] - $dead9 - $traped9); $i++){
//Random factor, which depends on the attacking tribe
if($owntribe == 1) $reducedLoyalty = rand(20, 30);
else $reducedLoyalty = rand(20, 25);
//If a Big Party is active in the attacking village
if($from['celebration'] > $time && $from['type'] == 2) $reducedLoyalty += 5;
//If a Big Party is active in the target village
if($to['celebration'] > $time && $to['type'] == 2) $reducedLoyalty -= 5;
//Moral bonus
$reducedLoyalty /= $battlepart['moralBonus'];
//If the brewery is built (Teutons only)
if($owntribe == 2 && $this->getTypeLevel(35, $data['from']) > 0) $reducedLoyalty /= 2;
$reducedLoyaltyTotal += $reducedLoyalty;
}
// loyalty is more than 0
if (($toF['loyalty'] - $rand) > 0) {
$info_chief = "".$chief_pic.",The loyalty was lowered from <b>".floor($toF['loyalty'])."</b> to <b>".floor($toF['loyalty']-$rand)."</b>.";
$database->setVillageField($data['to'], 'loyalty', ($toF['loyalty'] - $rand));
if (($toF['loyalty'] - $reducedLoyaltyTotal) > 0) {
$info_chief = "".$chief_pic.",The loyalty was lowered from <b>".floor($toF['loyalty'])."</b> to <b>".floor($toF['loyalty'] - $reducedLoyaltyTotal)."</b>.";
$database->setVillageField($data['to'], 'loyalty', ($toF['loyalty'] - $reducedLoyaltyTotal));
} else if (!$village_destroyed) {
// you took over the village
$villname = addslashes($database->getVillageField($data['to'],"name"));
@@ -3991,7 +3981,7 @@ class Automation {
$id = $vil['wref'];
$type = $vil['type'];
$user = $vil['owner'];
if($type == 1){$cp = 500;}else if($type == 2){$cp = 2000;}
$cp = ($type == 1) ? 500 : 2000;
$database->clearCel($id);
$database->setCelCp($user,$cp);
}
@@ -4017,13 +4007,11 @@ class Automation {
$type = $database->getFieldType($vil['vref'],$vil['buildnumber']);
$level = $database->getFieldLevel($vil['vref'],$vil['buildnumber']);
if ($level < 0) {
$level = 0;
}
if ($level < 0) $level = 0;
$buildarray = $GLOBALS["bid".$type];
if ($type==10 || $type==38) {
if ($type == 10 || $type == 38) {
$database->query("
UPDATE ".TB_PREFIX."vdata
SET
@@ -4032,7 +4020,7 @@ class Automation {
wref=".(int) $vil['vref']);
}
if ($type==11 || $type==39) {
if ($type == 11 || $type == 39) {
$database->query("
UPDATE ".TB_PREFIX."vdata
SET
@@ -4041,23 +4029,23 @@ class Automation {
wref=".(int) $vil['vref']);
}
if ($level==1) { $clear=",f".$vil['buildnumber']."t=0"; } else { $clear=""; }
if ($level == 1) $clear = ",f".$vil['buildnumber']."t=0";
else $clear = "";
if ($village->natar==1 && $type==40) $clear=""; //fix by ronix
if ($village->natar == 1 && $type == 40) $clear=""; //fix by ronix
$q = "UPDATE ".TB_PREFIX."fdata SET f".$vil['buildnumber']."=".(($level-1 >= 0) ? $level-1 : 0).$clear." WHERE vref=".(int) $vil['vref'];
$q = "UPDATE ".TB_PREFIX."fdata SET f".$vil['buildnumber']."=".(($level - 1 >= 0) ? $level - 1 : 0).$clear." WHERE vref=".(int) $vil['vref'];
$database->query($q);
$pop = $this->getPop($type,$level-1);
$database->modifyPop($vil['vref'],$pop[0],1);
$this->procClimbers($database->getVillageField($vil['vref'],'owner'));
$pop = $this->getPop($type, $level - 1);
$database->modifyPop($vil['vref'], $pop[0], 1);
$this->procClimbers($database->getVillageField($vil['vref'], 'owner'));
$database->delDemolition($vil['vref'], true);
if ($type==18){
Automation::updateMax($database->getVillageField($vil['vref'],'owner'));
}
if ($type == 18) Automation::updateMax($database->getVillageField($vil['vref'], 'owner'));
}
}
if(file_exists("GameEngine/Prevention/demolition.txt")) {
unlink("GameEngine/Prevention/demolition.txt");
}
@@ -4490,11 +4478,11 @@ class Automation {
// counting
$timedif = $time-$starv['starvupdate'];
$cropProd = $database->getCropProdstarv($starv['wref'])-$starv['starv'];
$cropProd = $database->getCropProdstarv($starv['wref']) - $starv['starv'];
if($cropProd < 0)
{
$starvsec = (abs($cropProd)/3600);
$difcrop = ($timedif*$starvsec); //crop eat up over time
$starvsec = (abs($cropProd) / 3600);
$difcrop = ($timedif * $starvsec); //crop eat up over time
$newcrop = 0;
$oldcrop = $database->getVillageField($starv['wref'], 'crop');
if ($oldcrop > 100) //if the grain is then tries to send all
@@ -4508,7 +4496,7 @@ class Automation {
}
}
if($difcrop > 0)
if($difcrop > 0 && $oldcrop <= 0)
{
$tribe = $database->getUserField(($type == 2) ? $starv['owner'] : $database->getVillageField($starvingTroops['from'], "owner"), "tribe", 0);
$start = ($special = in_array($type, [1, 3])) ? 1 : ($tribe - 1) * 10 + 1;
+128 -144
View File
@@ -96,19 +96,17 @@ class Battle {
global $database;
$heroarray = $database->getHero($uid);
if (!count($heroarray)) {
return array('heroid'=> 0, 'unit'=>'','atk'=>0,'di'=>0,'dc'=>0,'ob'=>0,'db'=>0,'health'=>0);
}
if (!count($heroarray)) return ['heroid' => 0, 'unit' =>'','atk' => 0,'di' => 0,'dc' => 0,'ob' => 0,'db' => 0,'health' => 0];
$herodata = $GLOBALS["h".$heroarray[0]['unit']];
if(!isset($heroarray['health'])) $heroarray['health']=0;
if(!isset($heroarray['health'])) $heroarray['health'] = 0;
$h_atk = $herodata['atk'] + ($heroarray[0]['attack'] * $herodata['atkp']);
$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
$h_ob = 1 + 0.010 * ($heroarray[0]['attackbonus']/5);
$h_db = 1 + 0.010 * ($heroarray[0]['defencebonus']/5);
$h_ob = 1 + 0.010 * ($heroarray[0]['attackbonus'] / 5);
$h_db = 1 + 0.010 * ($heroarray[0]['defencebonus'] / 5);
return array('heroid'=>(int) $heroarray[0]['heroid'],'unit'=>$heroarray[0]['unit'],'atk'=>$h_atk,'di'=>$h_di,'dc'=>$h_dc,'ob'=>$h_ob,'db'=>$h_db,'health'=>$heroarray['health']);
return ['heroid' => (int) $heroarray[0]['heroid'], 'unit' => $heroarray[0]['unit'], 'atk' => $h_atk, 'di' => $h_di, 'dc' => $h_dc, 'ob' => $h_ob, 'db' => $h_db, 'health' => $heroarray['health']];
}
private function getBattleHeroSim($attbonus) {
@@ -121,80 +119,71 @@ class Battle {
private function simulate($post) {
//set the arrays with attacking and defending units
$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);
$attacker = ['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;
$offhero=intval($post['h_off_bonus']);
$hero_strenght=intval($post['h_off']);
$deffhero=intval($post['h_def_bonus']);
for($i=$start, $index = 1;$i<=($start+9);$i++, $index++) {
$offhero = intval($post['h_off_bonus']);
$hero_strenght = intval($post['h_off']);
$deffhero = intval($post['h_def_bonus']);
for($i = $start, $index = 1; $i <= $start + 9; $i++, $index++) {
if(isset($post['a1_'.$index]) && !empty($post['a1_'.$index])) {
$attacker['u'.$i] = $post['a1_'.$index];
}else{
$attacker['u'.$i] = 0;
}
else $attacker['u'.$i] = 0;
if($index <=8 && isset($post['f1_'.$index]) && !empty($post['f1_'.$index])) {
${'att_ab'.$index} = $post['f1_'.$index];
}else{
${'att_ab'.$index} = 0;
}
else ${'att_ab'.$index} = 0;
}
$defender = array();
$defscout=0;
$defender = [];
$defscout = 0;
//fix by ronix
for($i=1;$i<=50;$i++) {
for($i = 1;$i <= 50; $i++) {
if(isset($post['a2_'.$i]) && !empty($post['a2_'.$i])) {
$defender['u'.$i] = $post['a2_'.$i];
$def_ab[$i]=$post['f2_'.$i];
$def_ab[$i] = $post['f2_'.$i];
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
$defscout+=$defender['u'.$i];
$defscout += $defender['u'.$i];
}
}
else {
$defender['u'.$i] = 0;
$def_ab[$i]=0;
$def_ab[$i] = 0;
}
}
$deftribe = $post['tribe'];
$wall = 0;
if(empty($post['kata'])) {
$post['kata'] = 0;
}
if(empty($post['kata'])) $post['kata'] = 0;
// check scout
$scout = 1;
for($i=$start;$i<=($start+9);$i++) {
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
}else{
if($attacker['u'.$i]>0) {
$scout = 0;
break;
}
}
for($i = $start; $i <= $start + 9 ; $i++) {
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
}else{
if($attacker['u'.$i] > 0) {
$scout = 0;
break;
}
}
}
$walllevel=$post['walllevel'];
$walllevel = $post['walllevel'];
$wall = $walllevel;
$palast = $post['palast'];
if($scout ==1 && $defscout==0) {
$walllevel = 0;
$wall = 0;
$palast = 0;
}
if($scout == 1 && $defscout == 0) $walllevel = $wall = $palast = 0;
if($scout ==1) {
$palast = 0; //no def point palace n residence when scout
}
if($scout == 1) $palast = 0; //no def point palace and residence when scout
if(!$scout)
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,$offhero,$post['h_off'],$deffhero,0,0,0,0,0);
else
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],1,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0,0,0,0,0);
}
if(!$scout) return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,$offhero,$post['h_off'],$deffhero,0,0,0,0,0);
else return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],1,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0,0,0,0,0);
}
public function getTypeLevel($tid,$vid) {
global $village,$database;
@@ -230,23 +219,17 @@ class Battle {
}
}
}
else if($element == 1) {
$target = 0;
}
else {
return 0;
}
if($keyholder[$target] != "") {
return $resourcearray['f'.$keyholder[$target]];
}
else {
return 0;
}
else if($element == 1) $target = 0;
else return 0;
if(!empty($keyholder[$target])) return $resourcearray['f'.$keyholder[$target]];
else return 0;
}
//1 raid 0 normal
function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$tblevel,$stonemason,$walllevel,$offhero,$hero_strenght,$deffhero,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref,$conqureby, $defReinforcements = null) {
global $bid34,$bid35,$database;
global $bid34, $bid35, $database;
// Define the array, with the units
$calvary = [4, 5, 6, 15, 16, 23, 24, 25, 26, 45, 46];
@@ -380,9 +363,9 @@ class Battle {
}else{ //type=3 normal 4=raid
$abcount = 1;
for($i=$start;$i<=$end;$i++) {
for($i = $start; $i <= $end; $i++) {
global ${'u'.$i};
$j = $i-$start+1;
$j = $i - $start + 1;
if($abcount <= 8 && ${'att_ab'.$abcount} > 0) {
if(in_array($i,$calvary)) {
$cap += round(${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * (int) $Attacker['u'.$i];
@@ -390,21 +373,18 @@ class Battle {
$ap += round(${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * (int) $Attacker['u'.$i];
}
}else{
if(in_array($i,$calvary)) {
$cap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
}else{
$ap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
}
if(in_array($i,$calvary)) $cap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
else $ap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
}
$abcount +=1;
$abcount += 1;
// Points catapult the attacker
if(in_array($i,$catapult)) {
$catp += (int) $Attacker['u'.$i];
}
if(in_array($i,$catapult)) $catp += (int) $Attacker['u'.$i];
// Points of the Rams attacker
if(in_array($i,$rams)){
$ram += (int) $Attacker['u'.$i];
}
if(in_array($i,$rams)) $ram += (int) $Attacker['u'.$i];
$involve += (int) $Attacker['u'.$i];
$units['Att_unit'][$i] = (int) $Attacker['u'.$i];
}
@@ -415,14 +395,14 @@ class Battle {
$ap += $atkhero['atk'];
}
if ($offhero!=0 || $hero_strenght!=0) {
$atkhero=$this->getBattleHeroSim($offhero);
if ($offhero !=0 || $hero_strenght !=0) {
$atkhero= $this->getBattleHeroSim($offhero);
$ap *= $atkhero['ob'];
$cap *= $atkhero['ob'];
$ap += $hero_strenght;
}
if ($deffhero!=0) {
$dfdhero=$this->getBattleHeroSim($deffhero);
if ($deffhero != 0) {
$dfdhero = $this->getBattleHeroSim($deffhero);
$dp *= $dfdhero['ob'];
$cdp *= $dfdhero['ob'];
}
@@ -435,10 +415,10 @@ class Battle {
// Factor = 1020 Wall Teuton
// Factor = 1025 Wall Goul
$factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
$wallMultiplier = round(pow($factor,$def_wall), 3);
$wallMultiplier = round(pow($factor, $def_wall), 3);
// Defense infantry = Infantry * Wall (%)
// Defense calvary calvary = * Wall (%)
if ($dp>0 || $cdp >0){
if ($dp > 0 || $cdp > 0){
if($type==1) {
$dp *= $wallMultiplier;
$dp += 10;
@@ -447,8 +427,8 @@ class Battle {
$cdp *= $wallMultiplier;
// Calculation of the Basic defense bonus "Residence"
$dp += (2*(pow($residence,2)) + 10) * $wallMultiplier;
$cdp += (2*(pow($residence,2)) + 10) * $wallMultiplier;
$dp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
$cdp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
}
}else{
$dp = 10 * $wallMultiplier * $def_wall;
@@ -456,34 +436,29 @@ class Battle {
$cdp = 10 * $wallMultiplier * $def_wall;
if($type != 1){
// Calculation of the Basic defense bonus "Residence"
$dp += (2*(pow($residence,2)) + 10)*$wallMultiplier;
$cdp += (2*(pow($residence,2)) + 10)*$wallMultiplier;
$dp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
$cdp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
}else{
$dp += 10;
$cdp = 0;
}
}
}elseif($type!=1) {
}elseif($type != 1) {
// Calculation of the Basic defense bonus "Residence"
$dp += (2*(pow($residence,2)) + 10);
$cdp += (2*(pow($residence,2)) + 10);
$dp += (2 * (pow($residence, 2)) + 10);
$cdp += (2 * (pow($residence, 2)) + 10);
}
// Formula for calculating points attackers (Infantry & Cavalry)
// Formula for calculating Attacking Points (Infantry & Cavalry)
if($AttackerWref != 0){
$rap = round(($ap+$cap)+(($ap+$cap)/100*(isset($bid35[$this->getTypeLevel(35,$AttackerWref)]) ? $bid35[$this->getTypeLevel(35,$AttackerWref)]['attri'] : 0)));
}else{
$rap = round($ap+$cap);
$rap = round(($ap + $cap) + (($ap + $cap) / 100 * (isset($bid35[$this->getTypeLevel(35, $AttackerWref)]) ? $bid35[$this->getTypeLevel(35, $AttackerWref)]['attri'] : 0)));
}
else $rap = round($ap + $cap);
// Formula for calculating Defensive Points
if ($rap==0)
$rdp = round(($dp) + ($cdp));
else
$rdp = round(round($cap/$rap, 4)*($cdp) + round($ap/$rap, 4)*($dp));
if ($rap == 0) $rdp = round(($dp) + ($cdp));
else $rdp = round(round($cap / $rap, 4) * ($cdp) + round($ap / $rap, 4) * ($dp));
// The Winner is....:
$result['Attack_points'] = $rap;
@@ -533,32 +508,44 @@ class Battle {
$ram -= round($ram * $result[1] / 100);
$catp -= round($catp * $result[1] / 100);
}else if($type == 3){
// Attacker
$result[1] = ($winner)? pow((($rdp*$moralbonus)/$rap),$Mfactor) : 1;
if ($result[1]>1) {$result[1]=1;$winner=false;$result['Winner'] = "defender";}
$result[1] = ($winner) ? pow((($rdp * $moralbonus) / $rap), $Mfactor) : 1;
if ($result[1] > 1){
$result[1] = 1;
$winner = false;
$result['Winner'] = "defender";
}
// Defender
$result[2] = (!$winner)? pow(($rap/($rdp*$moralbonus)),$Mfactor) : 1;
if ($result[1]==1) {$result[2]=pow(($rap/($rdp*$moralbonus)),$Mfactor);}
if ($result[2]>1) {$result[2]=1;$result['Winner'] = "attacker";$winner=true;}
$result[2] = (!$winner) ? pow(($rap / ($rdp * $moralbonus)), $Mfactor) : 1;
if ($result[1] == 1) $result[2] = pow(($rap / ($rdp * $moralbonus)), $Mfactor);
if ($result[2] > 1) {
$result[2] = 1;
$result['Winner'] = "attacker";
$winner = true;
}
// If attacked with "Hero"
$ku = ($att_tribe-1)*10+9;
$ku = ($att_tribe - 1) * 10 + 9;
$kings = (int) $Attacker['u'.$ku];
$aviables= $kings-round($kings * (int) $result[1]);
if ($aviables>0){
$aviables = $kings - round($kings * (int) $result[1]);
if ($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;
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);
$ram -= ($winner) ? round($ram * $result[1] / 100) : round($ram * $result[2] / 100);
$catp -= ($winner) ? round($catp * $result[1] / 100) : round($catp * $result[2] / 100);
}
// Formula for the calculation of catapults needed
if($catp > 0 && $tblevel != 0) {
@@ -594,7 +581,7 @@ class Battle {
$wctp = ($wctp >= 1) ? 1 - 0.5 / $wctp : 0.5 * $wctp;
$wctp *= ($ram) + $upgrades;
$downgrades = ($stonemason > 0 ? $bid34[$stonemason]['attri'] / 100 : 1) / $strongerbuildings / $good_effect * $bad_effect;
$downgrades = ($stonemason > 0 ? $bid34[$stonemason]['attri'] / 100 : 1) / $strongerbuildings;
// New level of the building (only for warsim.php)
$result[7] = $this->calculateNewBuildingLevel(1, $upgrades / $downgrades, $walllevel, $wctp, $ram);
@@ -607,7 +594,8 @@ class Battle {
}
$result[6] = pow($rap / ($rdp * $moralbonus > 0 ? $rdp * $moralbonus : 1), $Mfactor);
$result['moralBonus'] = $moralbonus;
$total_att_units = count($units['Att_unit']);
$start = intval(($att_tribe - 1) * 10 + 1);
$end = intval($att_tribe * 10);
@@ -619,13 +607,13 @@ class Battle {
if (isset($units['Att_unit']['hero']) && $units['Att_unit']['hero'] >0){
$_result=mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $atkhero['heroid']);
$_result = mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $atkhero['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id=(int) $fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[1]);
$hero_id = (int) $fdb['heroid'];
$hero_health = $fdb['health'];
$damage_health = round(100 * $result[1]);
if ($hero_health<=$damage_health or $damage_health>90){
if ($hero_health <= $damage_health || $damage_health > 90){
//hero die
$result['casualties_attacker']['11'] = 1;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
@@ -633,17 +621,17 @@ class Battle {
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
unset($_result, $fdb, $hero_id, $hero_health, $damage_health);
if (isset($units['Def_unit']['hero']) && $units['Def_unit']['hero'] >0){
$_result=mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $defenderhero['heroid']);
$_result = mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $defenderhero['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id=(int) $fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[2]);
if ($hero_health<=$damage_health or $damage_health>90){
$hero_id = (int) $fdb['heroid'];
$hero_health = $fdb['health'];
$damage_health = round(100 * $result[2]);
if ($hero_health <= $damage_health || $damage_health > 90){
//hero die
$result['deadherodef'] = 1;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
@@ -652,21 +640,20 @@ class Battle {
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
unset($_result, $fdb, $hero_id, $hero_health, $damage_health);
if(!empty($DefendersAll)){
$battleHeroesCache = [];
foreach($DefendersAll as $defenders) {
if($defenders['hero']>0) {
if(!empty($heroarray)) { reset($heroarray); }
if($defenders['hero'] > 0) {
$battleHeroesCache[$defenders['from']] = $this->getBattleHero($database->getVillageField($defenders['from'],"owner"));
$heroarraydefender = $battleHeroesCache[$defenders['from']];
$_result=mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $heroarraydefender['heroid']);
$_result = mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $heroarraydefender['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id=(int) $fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[2]);
if ($hero_health<=$damage_health or $damage_health>90){
$hero_id = (int) $fdb['heroid'];
$hero_health = $fdb['health'];
$damage_health = round(100 * $result[2]);
if ($hero_health <= $damage_health || $damage_health > 90){
//hero die
$result['deadheroref'][$defenders['id']] = 1;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
@@ -677,26 +664,23 @@ class Battle {
}
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
unset($_result, $fdb, $hero_id, $hero_health, $damage_health);
// Work out bounty
$start = ($att_tribe-1)*10+1;
$end = ($att_tribe*10);
$start = ($att_tribe - 1) * 10 + 1;
$end = ($att_tribe * 10);
$max_bounty = 0;
for($i=$start;$i<=$end;$i++) {
$j = $i-$start+1;
$y = $i-(($att_tribe-1)*10);
for($i = $start; $i <= $end; $i++) {
$j = $i - $start + 1;
$y = $i -(($att_tribe - 1) * 10);
$max_bounty += ((int) $Attacker['u'.$i] - (int) $result['casualties_attacker'][$y]) * (int) ${'u'.$i}['cap'];
}
$result['bounty'] = $max_bounty;
return $result;
}
+1 -1
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@@ -1808,7 +1808,7 @@ class MYSQLi_DB implements IDbConnection {
case 6: $q = "SELECT * FROM " . TB_PREFIX . "vdata WHERE loyalty < 100";
break;
// villages without starvation data, Support, Natars, Taskmaster, Multihunter are all excluded
// villages without starvation data, Support, Nature, Natars, Taskmaster, Multihunter are all excluded
case 7: $q = "SELECT * FROM " . TB_PREFIX . "vdata WHERE starv = 0 and owner > 5";
break;
}
+14 -6
View File
@@ -394,20 +394,28 @@ class Units {
}
if(isset($post['ctar1'])) {
if($rivalsGreatConfusion['totals'] > 0) {
if($post['ctar1'] != 40 && ($post['ctar1'] != 27 || ($post['ctar1'] == 27 && $rivalsGreatConfusion['unique'] > 0))) {
$post['ctar1'] = 0;
//Is the Brewery built?
if($session->tribe != 2 || $database->getFieldLevelInVillage($village->wid, 35) == 0){
if($rivalsGreatConfusion['totals'] > 0) {
if($post['ctar1'] != 40 && ($post['ctar1'] != 27 || ($post['ctar1'] == 27 && $rivalsGreatConfusion['unique'] > 0))) {
$post['ctar1'] = 0;
}
}
}
else $post['ctar1'] = 0;
}
else $post['ctar1'] = 0;
if(isset($post['ctar2']) && $post['ctar2'] > 0) {
if($rivalsGreatConfusion['totals'] > 0) {
if ($post['ctar2'] != 40 && ($post['ctar2'] != 27 || ($post['ctar2'] == 27 && $rivalsGreatConfusion['unique'] > 0))) {
$post['ctar2'] = 99;
//Is the Brewery built?
if($session->tribe != 2 || $database->getFieldLevelInVillage($village->wid, 35) == 0){
if($rivalsGreatConfusion['totals'] > 0) {
if ($post['ctar2'] != 40 && ($post['ctar2'] != 27 || ($post['ctar2'] == 27 && $rivalsGreatConfusion['unique'] > 0))) {
$post['ctar2'] = 99;
}
}
}
else $post['ctar2'] = 99;
}
else $post['ctar2'] = 0;