mirror of
https://github.com/Shadowss/TravianZ.git
synced 2026-07-22 04:26:08 +00:00
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:
+128
-144
@@ -96,19 +96,17 @@ class Battle {
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global $database;
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$heroarray = $database->getHero($uid);
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if (!count($heroarray)) {
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return array('heroid'=> 0, 'unit'=>'','atk'=>0,'di'=>0,'dc'=>0,'ob'=>0,'db'=>0,'health'=>0);
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}
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if (!count($heroarray)) return ['heroid' => 0, 'unit' =>'','atk' => 0,'di' => 0,'dc' => 0,'ob' => 0,'db' => 0,'health' => 0];
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$herodata = $GLOBALS["h".$heroarray[0]['unit']];
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if(!isset($heroarray['health'])) $heroarray['health']=0;
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if(!isset($heroarray['health'])) $heroarray['health'] = 0;
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$h_atk = $herodata['atk'] + ($heroarray[0]['attack'] * $herodata['atkp']);
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$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
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$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
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$h_ob = 1 + 0.010 * ($heroarray[0]['attackbonus']/5);
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$h_db = 1 + 0.010 * ($heroarray[0]['defencebonus']/5);
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$h_ob = 1 + 0.010 * ($heroarray[0]['attackbonus'] / 5);
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$h_db = 1 + 0.010 * ($heroarray[0]['defencebonus'] / 5);
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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']);
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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' => $heroarray['health']];
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}
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private function getBattleHeroSim($attbonus) {
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@@ -121,80 +119,71 @@ class Battle {
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private function simulate($post) {
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//set the arrays with attacking and defending units
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$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);
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$attacker = ['u1' => 0,'u2' =>0 ,'u3' =>0 ,'u4'=>0,'u5'=>0,'u6'=>0,'u7'=>0,'u8'=>0,'u9'=>0,'u10'=>0,'u11'=>0,'u12'=>0,'u13'=>0,'u14'=>0,'u15'=>0,'u16'=>0,'u17'=>0,'u18'=>0,'u19'=>0,'u20'=>0,'u21'=>0,'u22'=>0,'u23'=>0,'u24'=>0,'u25'=>0,'u26'=>0,'u27'=>0,'u28'=>0,'u29'=>0,'u30'=>0,'u31'=>0,'u32'=>0,'u33'=>0,'u34'=>0,'u35'=>0,'u36'=>0,'u37'=>0,'u38'=>0,'u39'=>0,'u40'=>0,'u41'=>0,'u42'=>0,'u43'=>0,'u44'=>0,'u45'=>0,'u46'=>0,'u47'=>0,'u48'=>0,'u49'=>0,'u50'=>0];
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$start = ($post['a1_v']-1)*10+1;
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$offhero=intval($post['h_off_bonus']);
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$hero_strenght=intval($post['h_off']);
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$deffhero=intval($post['h_def_bonus']);
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for($i=$start, $index = 1;$i<=($start+9);$i++, $index++) {
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$offhero = intval($post['h_off_bonus']);
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$hero_strenght = intval($post['h_off']);
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$deffhero = intval($post['h_def_bonus']);
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for($i = $start, $index = 1; $i <= $start + 9; $i++, $index++) {
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if(isset($post['a1_'.$index]) && !empty($post['a1_'.$index])) {
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$attacker['u'.$i] = $post['a1_'.$index];
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}else{
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$attacker['u'.$i] = 0;
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}
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else $attacker['u'.$i] = 0;
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if($index <=8 && isset($post['f1_'.$index]) && !empty($post['f1_'.$index])) {
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${'att_ab'.$index} = $post['f1_'.$index];
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}else{
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${'att_ab'.$index} = 0;
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}
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else ${'att_ab'.$index} = 0;
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}
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$defender = array();
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$defscout=0;
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$defender = [];
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$defscout = 0;
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//fix by ronix
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for($i=1;$i<=50;$i++) {
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for($i = 1;$i <= 50; $i++) {
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if(isset($post['a2_'.$i]) && !empty($post['a2_'.$i])) {
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$defender['u'.$i] = $post['a2_'.$i];
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$def_ab[$i]=$post['f2_'.$i];
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$def_ab[$i] = $post['f2_'.$i];
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if($i == 4 || $i == 14 || $i == 23 || $i == 44){
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$defscout+=$defender['u'.$i];
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$defscout += $defender['u'.$i];
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}
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}
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else {
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$defender['u'.$i] = 0;
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$def_ab[$i]=0;
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$def_ab[$i] = 0;
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}
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}
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$deftribe = $post['tribe'];
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$wall = 0;
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if(empty($post['kata'])) {
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$post['kata'] = 0;
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}
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if(empty($post['kata'])) $post['kata'] = 0;
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// check scout
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$scout = 1;
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for($i=$start;$i<=($start+9);$i++) {
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if($i == 4 || $i == 14 || $i == 23 || $i == 44){
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}else{
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if($attacker['u'.$i]>0) {
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$scout = 0;
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break;
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}
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}
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for($i = $start; $i <= $start + 9 ; $i++) {
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if($i == 4 || $i == 14 || $i == 23 || $i == 44){
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}else{
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if($attacker['u'.$i] > 0) {
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$scout = 0;
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break;
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}
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}
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}
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$walllevel=$post['walllevel'];
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$walllevel = $post['walllevel'];
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$wall = $walllevel;
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$palast = $post['palast'];
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if($scout ==1 && $defscout==0) {
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$walllevel = 0;
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$wall = 0;
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$palast = 0;
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}
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if($scout == 1 && $defscout == 0) $walllevel = $wall = $palast = 0;
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if($scout ==1) {
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$palast = 0; //no def point palace n residence when scout
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}
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if($scout == 1) $palast = 0; //no def point palace and residence when scout
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if(!$scout)
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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);
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else
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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'],$walllevel,0,0,0,0,0,0,0,0);
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}
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if(!$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);
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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'],$walllevel,0,0,0,0,0,0,0,0);
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}
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public function getTypeLevel($tid,$vid) {
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global $village,$database;
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@@ -230,23 +219,17 @@ class Battle {
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}
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}
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}
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else if($element == 1) {
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$target = 0;
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}
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else {
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return 0;
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}
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if($keyholder[$target] != "") {
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return $resourcearray['f'.$keyholder[$target]];
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}
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else {
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return 0;
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}
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else if($element == 1) $target = 0;
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else return 0;
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if(!empty($keyholder[$target])) return $resourcearray['f'.$keyholder[$target]];
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else return 0;
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}
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//1 raid 0 normal
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function calculateBattle($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) {
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global $bid34,$bid35,$database;
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global $bid34, $bid35, $database;
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// Define the array, with the units
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$calvary = [4, 5, 6, 15, 16, 23, 24, 25, 26, 45, 46];
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@@ -380,9 +363,9 @@ class Battle {
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}else{ //type=3 normal 4=raid
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$abcount = 1;
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for($i=$start;$i<=$end;$i++) {
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for($i = $start; $i <= $end; $i++) {
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global ${'u'.$i};
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$j = $i-$start+1;
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$j = $i - $start + 1;
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if($abcount <= 8 && ${'att_ab'.$abcount} > 0) {
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if(in_array($i,$calvary)) {
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$cap += round(${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * (int) $Attacker['u'.$i];
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@@ -390,21 +373,18 @@ class Battle {
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$ap += round(${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * (int) $Attacker['u'.$i];
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}
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}else{
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if(in_array($i,$calvary)) {
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$cap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
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}else{
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$ap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
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}
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if(in_array($i,$calvary)) $cap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
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else $ap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
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}
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$abcount +=1;
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$abcount += 1;
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// Points catapult the attacker
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if(in_array($i,$catapult)) {
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$catp += (int) $Attacker['u'.$i];
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}
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if(in_array($i,$catapult)) $catp += (int) $Attacker['u'.$i];
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// Points of the Rams attacker
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if(in_array($i,$rams)){
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$ram += (int) $Attacker['u'.$i];
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}
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if(in_array($i,$rams)) $ram += (int) $Attacker['u'.$i];
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$involve += (int) $Attacker['u'.$i];
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$units['Att_unit'][$i] = (int) $Attacker['u'.$i];
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}
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@@ -415,14 +395,14 @@ class Battle {
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$ap += $atkhero['atk'];
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}
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if ($offhero!=0 || $hero_strenght!=0) {
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$atkhero=$this->getBattleHeroSim($offhero);
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if ($offhero !=0 || $hero_strenght !=0) {
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$atkhero= $this->getBattleHeroSim($offhero);
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$ap *= $atkhero['ob'];
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$cap *= $atkhero['ob'];
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$ap += $hero_strenght;
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}
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if ($deffhero!=0) {
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$dfdhero=$this->getBattleHeroSim($deffhero);
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if ($deffhero != 0) {
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$dfdhero = $this->getBattleHeroSim($deffhero);
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$dp *= $dfdhero['ob'];
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$cdp *= $dfdhero['ob'];
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}
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@@ -435,10 +415,10 @@ class Battle {
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// Factor = 1020 Wall Teuton
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// Factor = 1025 Wall Goul
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$factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
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$wallMultiplier = round(pow($factor,$def_wall), 3);
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$wallMultiplier = round(pow($factor, $def_wall), 3);
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// Defense infantry = Infantry * Wall (%)
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// Defense calvary calvary = * Wall (%)
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if ($dp>0 || $cdp >0){
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if ($dp > 0 || $cdp > 0){
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if($type==1) {
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$dp *= $wallMultiplier;
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$dp += 10;
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@@ -447,8 +427,8 @@ class Battle {
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$cdp *= $wallMultiplier;
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// Calculation of the Basic defense bonus "Residence"
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$dp += (2*(pow($residence,2)) + 10) * $wallMultiplier;
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$cdp += (2*(pow($residence,2)) + 10) * $wallMultiplier;
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$dp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
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$cdp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
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}
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}else{
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$dp = 10 * $wallMultiplier * $def_wall;
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@@ -456,34 +436,29 @@ class Battle {
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$cdp = 10 * $wallMultiplier * $def_wall;
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if($type != 1){
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// Calculation of the Basic defense bonus "Residence"
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$dp += (2*(pow($residence,2)) + 10)*$wallMultiplier;
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$cdp += (2*(pow($residence,2)) + 10)*$wallMultiplier;
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$dp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
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$cdp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
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}else{
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$dp += 10;
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$cdp = 0;
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}
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}
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}elseif($type!=1) {
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}elseif($type != 1) {
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// Calculation of the Basic defense bonus "Residence"
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$dp += (2*(pow($residence,2)) + 10);
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$cdp += (2*(pow($residence,2)) + 10);
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$dp += (2 * (pow($residence, 2)) + 10);
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$cdp += (2 * (pow($residence, 2)) + 10);
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}
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// Formula for calculating points attackers (Infantry & Cavalry)
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// Formula for calculating Attacking Points (Infantry & Cavalry)
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if($AttackerWref != 0){
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$rap = round(($ap+$cap)+(($ap+$cap)/100*(isset($bid35[$this->getTypeLevel(35,$AttackerWref)]) ? $bid35[$this->getTypeLevel(35,$AttackerWref)]['attri'] : 0)));
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}else{
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$rap = round($ap+$cap);
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$rap = round(($ap + $cap) + (($ap + $cap) / 100 * (isset($bid35[$this->getTypeLevel(35, $AttackerWref)]) ? $bid35[$this->getTypeLevel(35, $AttackerWref)]['attri'] : 0)));
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}
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else $rap = round($ap + $cap);
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// Formula for calculating Defensive Points
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if ($rap==0)
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$rdp = round(($dp) + ($cdp));
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else
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$rdp = round(round($cap/$rap, 4)*($cdp) + round($ap/$rap, 4)*($dp));
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if ($rap == 0) $rdp = round(($dp) + ($cdp));
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else $rdp = round(round($cap / $rap, 4) * ($cdp) + round($ap / $rap, 4) * ($dp));
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// The Winner is....:
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$result['Attack_points'] = $rap;
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@@ -533,32 +508,44 @@ class Battle {
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$ram -= round($ram * $result[1] / 100);
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$catp -= round($catp * $result[1] / 100);
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}else if($type == 3){
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// Attacker
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$result[1] = ($winner)? pow((($rdp*$moralbonus)/$rap),$Mfactor) : 1;
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if ($result[1]>1) {$result[1]=1;$winner=false;$result['Winner'] = "defender";}
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$result[1] = ($winner) ? pow((($rdp * $moralbonus) / $rap), $Mfactor) : 1;
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if ($result[1] > 1){
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$result[1] = 1;
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$winner = false;
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$result['Winner'] = "defender";
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}
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// Defender
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$result[2] = (!$winner)? pow(($rap/($rdp*$moralbonus)),$Mfactor) : 1;
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if ($result[1]==1) {$result[2]=pow(($rap/($rdp*$moralbonus)),$Mfactor);}
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if ($result[2]>1) {$result[2]=1;$result['Winner'] = "attacker";$winner=true;}
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$result[2] = (!$winner) ? pow(($rap / ($rdp * $moralbonus)), $Mfactor) : 1;
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if ($result[1] == 1) $result[2] = pow(($rap / ($rdp * $moralbonus)), $Mfactor);
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if ($result[2] > 1) {
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$result[2] = 1;
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$result['Winner'] = "attacker";
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$winner = true;
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}
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// If attacked with "Hero"
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$ku = ($att_tribe-1)*10+9;
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$ku = ($att_tribe - 1) * 10 + 9;
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$kings = (int) $Attacker['u'.$ku];
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$aviables= $kings-round($kings * (int) $result[1]);
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if ($aviables>0){
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$aviables = $kings - round($kings * (int) $result[1]);
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if ($aviables > 0){
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switch($aviables){
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case 1:$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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user