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Distance calculation optimization and bug fixing
-Removed a lot of redundant code and put into a function +Fixed a bug that permitted to found a new village in already founded village +Fixed a bug that permitted to found in an oasis +Fixed a bug that permitted to hack the time you need to found a new village +Fixed a bug that permitted to found a new village to an inexistent one
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@@ -60,33 +60,8 @@
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$id = $database->addA2b( $ckey, $time_now, $wref, $t1, $t2, $t3, $t4, $t5, $t6, $t7, $t8, $t9, $t10, $t11, 4 );
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$data = $database->getA2b( $ckey, $time_now );
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$eigen = $database->getCoor( $getFLData['wref'] );
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$from = array( 'x' => $eigen['x'], 'y' => $eigen['y'] );
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$ander = $database->getCoor( $data['to_vid'] );
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$to = array( 'x' => $ander['x'], 'y' => $ander['y'] );
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$start = ( $tribe - 1 ) * 10 + 1;
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$end = ( $tribe * 10 );
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$speeds = array();
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$scout = 1;
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//find slowest unit.
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for ( $i = 1; $i <= 10; $i ++ ) {
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if ( $data[ 'u' . $i ] ) {
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if ( $data[ 'u' . $i ] != '' && $data[ 'u' . $i ] > 0 ) {
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if ( $unitarray ) {
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reset( $unitarray );
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}
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$unitarray = $GLOBALS[ "u" . ( ( $tribe - 1 ) * 10 + $i ) ];
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$speeds[] = $unitarray['speed'];
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}
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}
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}
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$troopsTime = $generator->procDistanceTime($from, $to, min($speeds), 1);
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$troopsTime = $units->getWalkingTroopsTime($getFLData['wref'], $data['to_vid'], $session->uid, $session->tribe, $data, 1, 'u');
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$time = $database->getArtifactsValueInfluence($getFLData['owner'], $getFLData['wref'], 2, $troopsTime);
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$ctar1 = $ctar2 = 0;
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@@ -114,8 +89,8 @@
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$amounts[] = $data['u11'];
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$modes[] = 0;
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$database->modifyUnit( $getFLData['wref'], $units, $amounts, $modes );
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$database->addMovement( 3, $getFLData['wref'], $data['to_vid'], $reference, time(), ( $time + time() ) );
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$database->modifyUnit($getFLData['wref'], $units, $amounts, $modes);
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$database->addMovement(3, $getFLData['wref'], $data['to_vid'], $reference, time(), ($time + time()));
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// prevent re-use of the same attack via re-POSTing the same data
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$database->remA2b( $id );
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