Artifacts update and optimizations

+Added the "Artifacts" section in the Admin Panel, which contains two
options: return a deleted artifact to the Natars and create new
Artifacts, assigned to a specified player
+Return to Natars coded, in the village section of the Admin Panel
+Moved a lot of functions and costants from Automation.php to the "new"
class Artifacts.php
+Optimized a lot the whole Natars creation process, decreased the number
of query of about 600
+Optimized a lot the function which deletes a player's account, it's now
executed almost instantly, even with players with a lot of villages
+Redesigned the map spawn system, using a more Travian-like village
distribution
+Fixed a bug that did show a broken village in the artifact chronology,
if that village was destroyed
+Reduced the amount of redundant code (about 230 lines) for
27_1.tpl/27_2.tpl and 27_3.tpl
+Fixed a bug that permitted to build the Great Granary and the Great
Warehouse in the whole account, with only a village effect artifact
+Fixed a bug in the Admin Panel map that didn't permit to show village
informations, if that village contained single quotes in its name
This commit is contained in:
iopietro
2018-07-24 03:04:25 +02:00
parent dc399437d0
commit 77136a9784
18 changed files with 1313 additions and 1195 deletions
+31 -235
View File
@@ -27,11 +27,21 @@ include_once("Ranking.php");
include_once("Generator.php");
include_once("Multisort.php");
include_once("Building.php");
include_once("Artifacts.php");
class Automation {
/**
* @var object The artifacts class, used to create Natars, artifacts and obtaining info about them
*/
private $artifacts;
public function __construct() {
//Classes initialization
$this->artifacts = new Artifacts();
$autoprefix = "";
for ($i = 0; $i < 5; $i++) {
$autoprefix = str_repeat('../', $i);
@@ -238,13 +248,16 @@ class Automation {
@set_time_limit(0);
foreach($needDelete as $need) {
$needVillage = $database->getVillagesID($need['uid']);
$need['uid'] = (int) $need['uid'];
//Get the villages which have to be deleted
$needVillages = $database->getVillagesID($need['uid']);
//Delete all villages
foreach($needVillage as $village) $this->DelVillage((int) $village);
$database->DelVillage($needVillages);
for($i = 0;$i < 20; $i++){
$q = "SELECT id FROM ".TB_PREFIX."users where friend".$i." = ".(int) $need['uid']." or friend".$i."wait = ".(int) $need['uid']."";
$q = "SELECT id FROM ".TB_PREFIX."users where friend".$i." = ".$need['uid']." or friend".$i."wait = ".$need['uid']."";
$array = $database->query_return($q);
foreach($array as $friend){
$database->deleteFriend($friend['id'],"friend".$i);
@@ -264,25 +277,21 @@ class Automation {
Automation::updateMax($newleader);
}
if (isset($alliance)) {
$database->deleteAlliance($alliance);
}
$q = "UPDATE ".TB_PREFIX."artefacts where owner = ".(int) $need['uid']." SET del = 1";
$database->query($q);
if (isset($alliance)) $database->deleteAlliance($alliance);
$q = "DELETE FROM ".TB_PREFIX."hero where uid = ".(int) $need['uid'];
$q = "DELETE FROM ".TB_PREFIX."hero where uid = ".$need['uid'];
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."mdata where target = ".(int) $need['uid']." or owner = ".(int) $need['uid'];
$q = "DELETE FROM ".TB_PREFIX."mdata where target = ".$need['uid']." or owner = ".$need['uid'];
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."ndata where uid = ".(int) $need['uid'];
$q = "DELETE FROM ".TB_PREFIX."ndata where uid = ".$need['uid'];
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."users where id = ".(int) $need['uid'];
$q = "DELETE FROM ".TB_PREFIX."users where id = ".$need['uid'];
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."deleting where uid = ".(int) $need['uid'];
$q = "DELETE FROM ".TB_PREFIX."deleting where uid = ".$need['uid'];
$database->query($q);
}
}
@@ -2454,7 +2463,7 @@ class Automation {
}
//Delete the village
$this->DelVillage($data['to']);
$database->DelVillage($data['to']);
//Reassign the hero, if dead and assigned to the deleted village
$database->reassignHero($data['to']);
@@ -2569,96 +2578,6 @@ class Automation {
}
}
function DelVillage($wref){
global $database, $units;
$database->clearExpansionSlot($wref);
$wref = (int) $wref;
$q = "DELETE FROM ".TB_PREFIX."abdata where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."bdata where wid = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."market where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."research where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."tdata where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."fdata where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."training where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."units where vref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."farmlist where wref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."raidlist where towref = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."route where wid = $wref OR `from` = $wref";
$database->query($q);
$q = "DELETE FROM ".TB_PREFIX."movement where proc = 0 AND ((`to` = $wref AND sort_type=4) OR (`from` = $wref AND sort_type=3))";
$database->query($q);
$database->removeOases($wref, 1);
$getmovement = $database->getMovement(3, $wref, 1);
$moveIDs = [];
$time = microtime(true);
$types = [];
$froms = [];
$tos = [];
$refs = [];
$times = [];
$endtimes = [];
foreach($getmovement as $movedata) {
$time2 = $time - $movedata['starttime'];
$moveIDs[] = $movedata['moveid'];
$types[] = 4;
$froms[] = $movedata['to'];
$tos[] = $movedata['from'];
$refs[] = $movedata['ref'];
$times[] = $time;
$endtimes[] = $time+$time2;
}
$database->setMovementProc(implode(', ', $moveIDs));
$database->addMovement($types, $froms, $tos, $refs, $times, $endtimes);
$q = "DELETE FROM ".TB_PREFIX."enforcement WHERE `from` = $wref";
$database->query($q);
//check return enforcement from del village
$units->returnTroops($wref);
$q = "DELETE FROM ".TB_PREFIX."vdata WHERE `wref` = $wref";
$database->query($q);
if (mysqli_affected_rows($database->dblink) > 0) {
$q = "UPDATE ".TB_PREFIX."wdata set occupied = 0 where id = $wref";
$database->query($q);
// clear expansion slots, if this village is an expansion of any other village
$database->clearExpansionSlot($wref, 1);
$getprisoners = $database->getPrisoners($wref);
foreach($getprisoners as $pris) {
$troops = 0;
for($i = 1; $i < 12; $i++) $troops += $pris['t'.$i];
$database->modifyUnit($pris['wref'], ["99o"], [$troops], [0]);
$database->deletePrisoners($pris['id']);
}
$getprisoners = $database->getPrisoners3($wref);
foreach($getprisoners as $pris) {
$troops = 0;
for($i = 1;$i < 12; $i++) $troops += $pris['t'.$i];
$database->modifyUnit($pris['wref'], ["99o"], [$troops], [0]);
$database->deletePrisoners($pris['id']);
}
}
}
private function sendreinfunitsComplete() {
global $bid23, $database, $battle;
@@ -2983,41 +2902,7 @@ class Automation {
if($database->areArtifactsSpawned() || strtotime(START_DATE) + (NATARS_SPAWN_TIME * 86400) > time()) return;
//Create the Natars account and his capital
$database->createNatars();
//Artifacts constants
$artifactArrays = [ARCHITECTS_DESC => [["type" => 1, "size" => 1, "name" => ARCHITECTS_SMALL, "vname" => ARCHITECTS_SMALLVILLAGE, "effect" => "(4x)", "quantity" => 6, "img" => 2],
["type" => 1, "size" => 2, "name" => ARCHITECTS_LARGE, "vname" => ARCHITECTS_LARGEVILLAGE, "effect" => "(3x)", "quantity" => 4, "img" => 2],
["type" => 1, "size" => 3, "name" => ARCHITECTS_UNIQUE,"vname" => ARCHITECTS_UNIQUEVILLAGE, "effect" => "(5x)", "quantity" => 1, "img" => 2]],
HASTE_DESC => [["type" => 2, "size" => 1, "name" => HASTE_SMALL, "vname" => HASTE_SMALLVILLAGE, "effect" => "(2x)", "quantity" => 6, "img" => 4],
["type" => 2, "size" => 2, "name" => HASTE_LARGE, "vname" => HASTE_LARGEVILLAGE, "effect" => "(1.5x)", "quantity" => 4, "img" => 4],
["type" => 2, "size" => 3, "name" => HASTE_UNIQUE, "vname" => HASTE_UNIQUEVILLAGE, "effect" => "(3x)", "quantity" => 1, "img" => 4]],
EYESIGHT_DESC => [["type" => 3, "size" => 1, "name" => EYESIGHT_SMALL, "vname" => EYESIGHT_SMALLVILLAGE, "effect" => "(5x)", "quantity" => 6, "img" => 5],
["type" => 3, "size" => 2, "name" => EYESIGHT_LARGE, "vname" => EYESIGHT_LARGEVILLAGE, "effect" => "(3x)", "quantity" => 4, "img" => 5],
["type" => 3, "size" => 3, "name" => EYESIGHT_UNIQUE, "vname" => EYESIGHT_UNIQUEVILLAGE, "effect" => "(10x)", "quantity" => 1, "img" => 5]],
DIET_DESC => [["type" => 4, "size" => 1, "name" => DIET_SMALL, "vname" => DIET_SMALLVILLAGE, "effect" => "(50%)", "quantity" => 6, "img" => 6],
["type" => 4, "size" => 2, "name" => DIET_LARGE, "vname" => DIET_LARGEVILLAGE, "effect" => "(25%)", "quantity" => 4, "img" => 6],
["type" => 4, "size" => 3, "name" => DIET_UNIQUE, "vname" => DIET_UNIQUEVILLAGE, "effect" => "(50%)", "quantity" => 1, "img" => 6]],
ACADEMIC_DESC => [["type" => 5, "size" => 1, "name" => ACADEMIC_SMALL, "vname" => ACADEMIC_SMALLVILLAGE, "effect" => "(50%)", "quantity" => 6, "img" => 8],
["type" => 5, "size" => 2, "name" => ACADEMIC_LARGE, "vname" => ACADEMIC_LARGEVILLAGE, "effect" => "(25%)", "quantity" => 4, "img" => 8],
["type" => 5, "size" => 3, "name" => ACADEMIC_UNIQUE, "vname" => ACADEMIC_UNIQUEVILLAGE, "effect" => "(50%)", "quantity" => 1, "img" => 8]],
STORAGE_DESC => [["type" => 6, "size" => 1, "name" => STORAGE_SMALL, "vname" => STORAGE_SMALLVILLAGE, "effect" => "(50%)", "quantity" => 6, "img" => 9],
["type" => 6, "size" => 2, "name" => STORAGE_LARGE, "vname" => STORAGE_LARGEVILLAGE, "effect" => "(25%)", "quantity" => 4, "img" => 9]],
CONFUSION_DESC => [["type" => 7, "size" => 1, "name" => CONFUSION_SMALL, "vname" => CONFUSION_SMALLVILLAGE, "effect" => "(200)", "quantity" => 6, "img" => 10],
["type" => 7, "size" => 2, "name" => CONFUSION_LARGE, "vname" => CONFUSION_LARGEVILLAGE, "effect" => "(100)", "quantity" => 4, "img" => 10],
["type" => 7, "size" => 3, "name" => CONFUSION_UNIQUE, "vname" => CONFUSION_UNIQUEVILLAGE, "effect" => "(500)", "quantity" => 1, "img" => 10]],
FOOL_DESC => [["type" => 8, "size" => 1, "name" => FOOL_SMALL, "vname" => FOOL_SMALLVILLAGE, "effect" => "", "quantity" => 10, "img" => "fool"],
["type" => 8, "size" => 3, "name" => FOOL_UNIQUE, "vname" => FOOL_UNIQUEVILLAGE, "effect" => "", "quantity" => 1, "img" => "fool"]]];
//Add artifacts and their villages
$database->addArtifactVillages($artifactArrays);
$this->artifacts->createNatars();
//Write the system message
$database->displaySystemMessage(ARTEFACT);
@@ -3035,44 +2920,8 @@ class Automation {
//and if it's the time to spawn them or not
if(!$database->areArtifactsSpawned() || $database->areWWVillagesSpawned() || strtotime(START_DATE) + (NATARS_WW_SPAWN_TIME * 86400) > time()) return;
//WW village Natars' troops
$unitArrays = [41 => rand(500, 12000) * NATARS_UNITS,
42 => rand(1000 , 14000) * NATARS_UNITS,
43 => rand(2000, 16000) * NATARS_UNITS,
44 => rand(100, 500) * NATARS_UNITS,
45 => rand(480, 17000) * NATARS_UNITS,
46 => rand(600, 18000) * NATARS_UNITS,
47 => rand(2000, 16000) * NATARS_UNITS,
48 => rand(400, 2000) * NATARS_UNITS,
49 => rand(40, 200) * NATARS_UNITS,
50 => rand(50, 250) * NATARS_UNITS];
//WW village buildings
$buildingArrays = [
//WW of the 0th level, Main Building of the 10th level, Marketplace of the 1th level, Delete Main Building of the 1th level
"f99t" => 40, "f99" => 0, "f22t" => 15, "f22" => 10, "f34t" => 17, "f34" => 1, "f26t" => 0, "f26" => 0,
//Warehouse of the 20th & 10th level, Granary of the 20th & 10th level
"f20t" => 10, "f20" => 20, "f19t" => 10, "f19" => 10, "f23t" => 11, "f23" => 20, "f27t" => 11, "f27" => 10,
//All Woodcutter of the 5th level
"f1t" => 1, "f1" => 5, "f3t" => 1, "f3" => 5, "f14t" => 1, "f14" => 5, "f17t" => 1, "f17" => 5,
//All Clay Pit of the 5th level
"f5t" => 2, "f5" => 5, "f6t" => 2, "f6" => 5, "f16t" => 2, "f16" => 5, "f18t" => 2, "f18" => 5,
//All Iron Mine of the 5th level
"f4t" => 3, "f4" => 5, "f7t" => 3, "f7" => 5, "f10t" => 3, "f10" => 5, "f11t" => 3, "f11" => 5,
//All Cropland of the 6th level
"f2t" => 4, "f2" => 6, "f8t" => 4, "f8" => 6, "f9t" => 4, "f9" => 6, "f12t" => 4, "f12" => 6, "f13t" => 4, "f13" => 6, "f15t" => 4, "f15" => 6];
$villageArrays = $wids = [];
for($i = 1; $i <= 13; $i++) $villageArrays[] = ['wid' => 0, 'kid' => ($i == 13 ? rand(1, 4) : ($i % 4) + 1), 'capital' => 0];
$wids = $database->generateVillages($villageArrays, 3, "Natars");
foreach($wids as $wid){
$database->modifyUnit($wid, array_keys($unitArrays), array_values($unitArrays), [1, 1, 1, 1, 1, 1, 1, 1, 1, 1]);
$database->setVillageLevel($wid, array_keys($buildingArrays), array_values($buildingArrays));
$database->setVillageFields($wid, ['natar', 'pop', 'name'], [1, 233, WWVILLAGE]);
// $this->recountPop($wid); //it is necessary to comment out otherwise the population will be 198
}
//Create WW villages
$this->artifacts->createWWVillages();
//Write the system message
$database->displaySystemMessage(WWVILLAGEMSG);
@@ -3090,10 +2939,8 @@ class Automation {
//and if it's the time to spawn them or not
if(!$database->areArtifactsSpawned() || $database->areArtifactsSpawned(true) || strtotime(START_DATE) + (NATARS_WW_BUILDING_PLAN_SPAWN_TIME * 86400) > time()) return;
$artifactArrays = [PLAN_DESC => [["type" => 11, "size" => 1, "name" => PLAN,"vname" => PLANVILLAGE, "effect" => "", "quantity" => 13, "img" => 1]]];
//Add the artifacts and villages
$database->addArtifactVillages($artifactArrays);
//Create WW building plans
$this->artifacts->createWWBuildingPlans();
//Set the system message to contain the infos of the WW building plans
$database->displaySystemMessage(PLAN_INFO);
@@ -3110,59 +2957,8 @@ class Automation {
//Check if there's at least one artifact, if not, return
if(!$database->areArtifactsSpawned()) return;
//Get all inactive artifacts that have to be activated --> (24 hours / Speed of the server)
$time = time();
$artifacts = $database->getInactiveArtifacts(round($time - (86400 / (SPEED == 2 ? 1.5 : (SPEED == 3 ? 2 : SPEED)))));
if(!empty($artifacts)){
//Cache inactive artifacts by owner
$inactiveArtifactsCache = [];
foreach($artifacts as $artifact) $inactiveArtifactsCache[$artifact['owner']][] = $artifact;
foreach($inactiveArtifactsCache as $owner => $inactiveArtifacts){
//Initialize the array
$activeArtifacts = [];
//Get cached active artifacts
$ownArtifacts = $database->getOwnArtifactsSum($owner, true);
//Activate activable artifacts
foreach($inactiveArtifacts as $artifact){
if($ownArtifacts['totals'] < 3){
if($artifact['size'] == 1){ //Village effect
$database->activateArtifact($artifact['id']);
$ownArtifacts['totals']++;
$ownArtifacts['small']++;
}elseif($artifact['size'] == 2 && !$ownArtifacts['unique'] && !$ownArtifacts['great']){ //Account effect
$database->activateArtifact($artifact['id']);
$ownArtifacts['totals']++;
$ownArtifacts['great']++;
}elseif($artifact['size'] == 3 && !$ownArtifacts['unique'] && !$ownArtifacts['great']){ //Unique effect
$database->activateArtifact($artifact['id']);
$ownArtifacts['totals']++;
$ownArtifacts['unique']++;
}
}elseif($ownArtifacts['small'] == 3 && $artifact['size'] > 1){
//If we've 3 village effect artifacts activated and at least one account/unique effect not activated
//then we need to deactivate the most recent village effect artifact and activate the oldest account
//or unique effect artifact
//Deactivate the most recent village effect artifact
$database->activateArtifact($database->getNewestArtifactBySize($owner, 1)['id'], 0);
//Activate the great/unique artifact
$database->activateArtifact($artifact['id']);
$ownArtifacts['small']--;
$ownArtifacts['totals']++;
if($artifact['size'] == 2) $ownArtifacts['great']++;
else $ownArtifacts['unique']++;
}
}
}
}
//Activate the artifacts that need to be activated
$this->artifacts->activateArtifacts();
}
private function researchComplete() {
@@ -4837,7 +4633,7 @@ class Automation {
global $database;
$time = time();
$q = "SELECT id, size FROM " . TB_PREFIX . "artefacts where type = 8 AND active = 1 AND lastupdate <= ".($time - (86400 / (SPEED == 2 ? 1.5 : (SPEED == 3 ? 2 : SPEED))));
$q = "SELECT id, size FROM " . TB_PREFIX . "artefacts where type = 8 AND active = 1 AND del = 0 AND lastupdate <= ".($time - (86400 / (SPEED == 2 ? 1.5 : (SPEED == 3 ? 2 : SPEED))));
$array = $database->query_return($q);
if ($array) {
foreach($array as $artefact) {