mirror of
https://github.com/Shadowss/TravianZ.git
synced 2026-08-11 22:01:00 +00:00
Fixed an hero bug
The experience was distributed incorrectly if the defender(s)/attacker had more than 1 hero
This commit is contained in:
+192
-182
@@ -1675,6 +1675,30 @@ class Automation {
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}
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}
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}
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}
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}
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}
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// we need to save the attacker heroid before the battle
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if(isset($Attacker['uhero']) && $Attacker['uhero'] > 0){
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$AttackerHeroID = $database->getHeroField($from['owner'],"heroid");
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}
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// and the defender(s) heroid
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$DefendersHeroID = array();
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// check if our hero is defending the village, if so, add it to the list
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if (isset($Defender['hero']) && $Defender['hero'] > 0) {
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$DefendersHeroID[] = $database->getHeroField($DefenderID, "heroid");
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}
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// check if there are other heroes defending the village
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if(count($enforcementarray) > 0){
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foreach($enforcementarray as $enforcement){
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if($enforcement['hero'] > 0){
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$heroOwner = $database->getVillageField($enforcement['from'],"owner");
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$DefendersHeroID[] = $database->getHeroField($heroOwner, "heroid");
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}
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}
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}
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//to battle.php
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//to battle.php
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//fix by ronix
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//fix by ronix
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//MUST TO BE FIX : You need to filter these values
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//MUST TO BE FIX : You need to filter these values
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@@ -1693,25 +1717,12 @@ class Automation {
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}else{
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}else{
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$unitssend_att_check=$unitssend_att;
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$unitssend_att_check=$unitssend_att;
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}
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}
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//units defence string for battleraport
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$DefenderHero=array();
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$d=0;
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if (isset($Defender['hero'])) {
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if ($Defender['hero']>0) {
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$d=1;
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$DefenderHero[$d]=$DefenderID;
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}
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}
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// our reinforcements count could have changed at this point, thus the re-select
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// our reinforcements count could have changed at this point, thus the re-select
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$enforcementarray2 = $database->getEnforceVillage($data['to'],0);
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$enforcementarray2 = $database->getEnforceVillage($data['to'],0);
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if(count($enforcementarray2) > 0) {
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if(count($enforcementarray2) > 0) {
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foreach($enforcementarray2 as $enforce2) {
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foreach($enforcementarray2 as $enforce2) {
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$Defender['hero'] += $enforce2['hero'];
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$Defender['hero'] += $enforce2['hero'];
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if ($enforce2['hero']>0) {
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$d++;
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$DefenderHero[$d] = $database->getVillageField($enforce2['from'],"owner");
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}
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for ($i=1;$i<=50;$i++) {
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for ($i=1;$i<=50;$i++) {
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$Defender['u'.$i]+= $enforce2['u'.$i];
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$Defender['u'.$i]+= $enforce2['u'.$i];
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}
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}
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@@ -2026,7 +2037,7 @@ class Automation {
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if ($Attacker['uhero'] != 0){
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if ($Attacker['uhero'] != 0){
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$heroxp = $totalpoint_att;
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$heroxp = $totalpoint_att;
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$database->modifyHeroXp("experience",$heroxp,$from['owner']);
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$database->modifyHeroXp("experience",$heroxp,$AttackerHeroID);
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}
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}
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for($i=1;$i<=10;$i++){
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for($i=1;$i<=10;$i++){
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@@ -2042,12 +2053,12 @@ class Automation {
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$totalpoint_def = 0;
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$totalpoint_def = 0;
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}
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}
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$totalpoint_def += $dead11*6;
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$totalpoint_def += $dead11*6;
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if($Defender['hero'] > 0){
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if($Defender['hero'] > 0){
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//counting heroxp
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//counting heroxp
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$defheroxp=intval($totalpoint_def/count($DefenderHero));
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$defheroxp=intval($totalpoint_def/count($DefendersHeroID));
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for ($i=1;$i<=count($DefenderHero);$i++){
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foreach($DefendersHeroID as $HeroID){
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$reinfheroxp = $defheroxp;
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$database->modifyHeroXp("experience",$defheroxp,$HeroID);
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$database->modifyHeroXp("experience",$reinfheroxp,$DefenderHero[$i]);
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}
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}
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}
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}
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@@ -2258,200 +2269,201 @@ class Automation {
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} else {
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} else {
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$can_destroy=0;
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$can_destroy=0;
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}
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}
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if ($isoasis == 1) $can_destroy=0;
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if ($type=='3')
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if($isoasis == 0)
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{
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{
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if (($data['t7']-$traped7)>0){
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if ($type=='3')
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if (isset($empty)){
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{
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$info_ram = "".$ram_pic.",There is no wall to destroy.";
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if (($data['t7']-$traped7)>0){
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} else
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if (isset($empty)){
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$info_ram = "".$ram_pic.",There is no wall to destroy.";
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if ($battlepart[8]>$battlepart[7]){
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} else
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$info_ram = "".$ram_pic.",Wall destroyed.";
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$database->setVillageLevel(
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if ($battlepart[8]>$battlepart[7]){
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$data['to'],
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$info_ram = "".$ram_pic.",Wall destroyed.";
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["f".$wallid, "f".$wallid."t"],
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$database->setVillageLevel(
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[0, 0]
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$data['to'],
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);
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["f".$wallid, "f".$wallid."t"],
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$pop=$this->recountPop($data['to']);
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[0, 0]
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);
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}elseif ($battlepart[8]==0){
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$pop=$this->recountPop($data['to']);
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$info_ram = "".$ram_pic.",Wall was not damaged.";
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}elseif ($battlepart[8]==0){
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}else{
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$totallvl = round(sqrt(pow(($walllevel+0.5),2)-($battlepart[8]*8)));
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if($walllevel == $totallvl){
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$info_ram = "".$ram_pic.",Wall was not damaged.";
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$info_ram = "".$ram_pic.",Wall was not damaged.";
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}else{
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}else{
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$info_ram = "".$ram_pic.",Wall damaged from level <b>".$walllevel."</b> to level <b>".$totallvl."</b>.";
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$totallvl = round(sqrt(pow(($walllevel+0.5),2)-($battlepart[8]*8)));
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$database->setVillageLevel($data['to'],"f".$wallid."",$totallvl);
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if($walllevel == $totallvl){
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$info_ram = "".$ram_pic.",Wall was not damaged.";
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}else{
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$info_ram = "".$ram_pic.",Wall damaged from level <b>".$walllevel."</b> to level <b>".$totallvl."</b>.";
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$database->setVillageLevel($data['to'],"f".$wallid."",$totallvl);
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}
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}
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}
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}
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}
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}
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if (($data['t8']-$traped8)>0)
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if (($data['t8']-$traped8)>0)
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{
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$pop=$this->recountPop($data['to']);
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if ($isoasis != 0) {
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$pop=10; //oasis cannot be destroy bt cata/ram
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}
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// village has been destroyed
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if ($pop<=0) {
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if ($can_destroy==1) {
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$info_cat = "".$catp_pic.", Village already destroyed.";
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} else {
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$info_cat = "".$catp_pic.", Village can\'t be destroyed.";
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}
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}
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else
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{
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{
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// village stands, let's do the damage
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$pop=$this->recountPop($data['to']);
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/**
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* FIRST CATAPULTS ROW
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// village has been destroyed
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*/
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if ($pop<=0) {
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$basearray = $data['to'];
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if ($can_destroy==1) {
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$bdo = $database->getResourceLevel($basearray, false);
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$info_cat = "".$catp_pic.", Village already destroyed.";
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$catapultTarget = $data['ctar1'];
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} else {
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$catapultTarget2 = (isset($data['ctar2']) ? $data['ctar2'] : 0);
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$info_cat = "".$catp_pic.", Village can\'t be destroyed.";
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$catapults1TargetRandom = ($catapultTarget == 0);
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$catapults2WillNotShoot = ($catapultTarget2 == 0);
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$catapults2TargetRandom = ($catapults2WillNotShoot || $catapultTarget2 == 99);
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// we're manually targetting 1st and/or 2nd row of catapults
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if (!$catapults1TargetRandom)
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{
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$_catapultsTarget1Levels=array();
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$__catapultsTarget1AltTargets=array();
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// calculate targets for 1st rows of catapults
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$j=0;
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for ($i=1;$i<=41;$i++)
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{
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if ($i==41) $i=99;
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// 1st row of catapults pre-selected target calculations, if needed
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if (!$catapults1TargetRandom && $bdo['f'.$i.'t'] == $catapultTarget && $bdo['f'.$i] > 0 && $catapultTarget != 31 && $catapultTarget != 32 && $catapultTarget != 33)
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{
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$j++;
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$_catapultsTarget1Levels[$j]=$bdo['f'.$i];
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$__catapultsTarget1AltTargets[$j]=$i;
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}
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}
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}
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}
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// if we couldn't find a suitable target for 1st row of catapults,
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else
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// select a random target instead
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{
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if (!$catapults1TargetRandom) {
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// village stands, let's do the damage
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if ( count( $_catapultsTarget1Levels ) > 0 ) {
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/**
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if ( max( $_catapultsTarget1Levels ) <= 0 ) {
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* FIRST CATAPULTS ROW
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*/
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$basearray = $data['to'];
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$bdo = $database->getResourceLevel($basearray, false);
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$catapultTarget = $data['ctar1'];
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$catapultTarget2 = (isset($data['ctar2']) ? $data['ctar2'] : 0);
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$catapults1TargetRandom = ($catapultTarget == 0);
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$catapults2WillNotShoot = ($catapultTarget2 == 0);
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$catapults2TargetRandom = ($catapults2WillNotShoot || $catapultTarget2 == 99);
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// we're manually targetting 1st and/or 2nd row of catapults
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if (!$catapults1TargetRandom)
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{
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$_catapultsTarget1Levels=array();
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$__catapultsTarget1AltTargets=array();
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// calculate targets for 1st rows of catapults
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$j=0;
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for ($i=1;$i<=41;$i++)
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{
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if ($i==41) $i=99;
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// 1st row of catapults pre-selected target calculations, if needed
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if (!$catapults1TargetRandom && $bdo['f'.$i.'t'] == $catapultTarget && $bdo['f'.$i] > 0 && $catapultTarget != 31 && $catapultTarget != 32 && $catapultTarget != 33)
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{
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$j++;
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$_catapultsTarget1Levels[$j]=$bdo['f'.$i];
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$__catapultsTarget1AltTargets[$j]=$i;
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}
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}
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// if we couldn't find a suitable target for 1st row of catapults,
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// select a random target instead
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if (!$catapults1TargetRandom) {
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if ( count( $_catapultsTarget1Levels ) > 0 ) {
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if ( max( $_catapultsTarget1Levels ) <= 0 ) {
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$catapultTarget = 0;
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} else {
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$catapultTarget = $__catapultsTarget1AltTargets[ rand( 1, $j ) ];
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}
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} else {
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$catapultTarget = 0;
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$catapultTarget = 0;
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} else {
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$catapults1TargetRandom = true;
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$catapultTarget = $__catapultsTarget1AltTargets[ rand( 1, $j ) ];
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}
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}
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} else {
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$catapultTarget = 0;
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$catapults1TargetRandom = true;
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}
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}
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}
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}
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}
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// 1st row of catapults set to target randomly
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// 1st row of catapults set to target randomly
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if ($catapults1TargetRandom)
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if ($catapults1TargetRandom)
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{
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$list=array();
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for ($i=1;$i<=41;$i++)
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{
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{
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if ($i==41) $i=99;
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$list=array();
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if ($bdo['f'.$i] > 0 && $catapultTarget != 31 && $catapultTarget != 32 && $catapultTarget != 33)
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for ($i=1;$i<=41;$i++)
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{
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{
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$list[] = $i;
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if ($i==41) $i=99;
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if ($bdo['f'.$i] > 0 && $catapultTarget != 31 && $catapultTarget != 32 && $catapultTarget != 33)
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{
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$list[] = $i;
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}
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}
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}
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$catapultTarget = $list[ rand(0, count($list) - 1) ];
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}
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}
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$catapultTarget = $list[ rand(0, count($list) - 1) ];
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}
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/**
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* resolve 1st row of catapults
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/**
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*/
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* resolve 1st row of catapults
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$village_destroyed = 0;
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*/
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$this->resolveCatapultsDestruction($bdo, $battlepart, $info_cat, $data, $catapultTarget, !$catapults2WillNotShoot, false, $catp_pic, $can_destroy, $isoasis, $village_destroyed);
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$village_destroyed = 0;
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$this->resolveCatapultsDestruction($bdo, $battlepart, $info_cat, $data, $catapultTarget, !$catapults2WillNotShoot, false, $catp_pic, $can_destroy, $isoasis, $village_destroyed);
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/**
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* SECOND CATAPULTS ROW
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/**
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*/
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* SECOND CATAPULTS ROW
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*/
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// we're manually targetting 2nd row of catapults
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if (!$catapults2TargetRandom)
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// we're manually targetting 2nd row of catapults
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if (!$catapults2TargetRandom)
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{
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$_catapultsTarget2Levels=array();
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$__catapultsTarget2AltTargets=array();
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// calculate targets for 2nd rows of catapults
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$j=0;
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for ($i=1;$i<=41;$i++)
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{
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{
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if ($i==41) $i=99;
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$_catapultsTarget2Levels=array();
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$__catapultsTarget2AltTargets=array();
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// 2nd row of catapults pre-selected target calculations, if needed
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if (!$catapults2TargetRandom && !$catapults2WillNotShoot && $bdo['f'.$i.'t'] == $catapultTarget2 && $bdo['f'.$i] > 0 && $catapultTarget2 != 31 && $catapultTarget2 != 32 && $catapultTarget2 != 33)
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// calculate targets for 2nd rows of catapults
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$j=0;
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for ($i=1;$i<=41;$i++)
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{
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{
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$j++;
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if ($i==41) $i=99;
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$_catapultsTarget2Levels[$j]=$bdo['f'.$i];
|
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$__catapultsTarget2AltTargets[$j]=$i;
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// 2nd row of catapults pre-selected target calculations, if needed
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if (!$catapults2TargetRandom && !$catapults2WillNotShoot && $bdo['f'.$i.'t'] == $catapultTarget2 && $bdo['f'.$i] > 0 && $catapultTarget2 != 31 && $catapultTarget2 != 32 && $catapultTarget2 != 33)
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{
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$j++;
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$_catapultsTarget2Levels[$j]=$bdo['f'.$i];
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$__catapultsTarget2AltTargets[$j]=$i;
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}
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}
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}
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}
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// if we couldn't find a suitable target for 2nd row of catapults,
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// if we couldn't find a suitable target for 2nd row of catapults,
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// select a random target instead
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// select a random target instead
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if (!$catapults2TargetRandom ) {
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if (!$catapults2TargetRandom ) {
|
if ( count( $_catapultsTarget2Levels ) > 0 ) {
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if ( count( $_catapultsTarget2Levels ) > 0 ) {
|
if ( max( $_catapultsTarget2Levels ) <= 0 ) {
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if ( max( $_catapultsTarget2Levels ) <= 0 ) {
|
$catapultTarget2 = 99;
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} else {
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$catapultTarget2 = $__catapultsTarget2AltTargets[ rand( 1, $j ) ];
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}
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} else {
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$catapultTarget2 = 99;
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$catapultTarget2 = 99;
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} else {
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$catapults2TargetRandom = true;
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$catapultTarget2 = $__catapultsTarget2AltTargets[ rand( 1, $j ) ];
|
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}
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}
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} else {
|
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$catapultTarget2 = 99;
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|
||||||
$catapults2TargetRandom = true;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
// 2nd row of catapults set to target randomly
|
||||||
// 2nd row of catapults set to target randomly
|
if ($catapults2TargetRandom && !$catapults2WillNotShoot)
|
||||||
if ($catapults2TargetRandom && !$catapults2WillNotShoot)
|
|
||||||
{
|
|
||||||
$list=array();
|
|
||||||
for ($i=1;$i<=41;$i++)
|
|
||||||
{
|
{
|
||||||
if ($i==41) $i=99;
|
$list=array();
|
||||||
if ($bdo['f'.$i] > 0)
|
for ($i=1;$i<=41;$i++)
|
||||||
{
|
{
|
||||||
$list[] = $i;
|
if ($i==41) $i=99;
|
||||||
|
if ($bdo['f'.$i] > 0)
|
||||||
|
{
|
||||||
|
$list[] = $i;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
$catapultTarget2 = $list[ rand(0, count($list) - 1) ];
|
||||||
}
|
}
|
||||||
$catapultTarget2 = $list[ rand(0, count($list) - 1) ];
|
|
||||||
|
/**
|
||||||
|
* resolve 2nd row of catapults
|
||||||
|
*/
|
||||||
|
if (!$catapults2WillNotShoot) {
|
||||||
|
$this->resolveCatapultsDestruction($bdo, $battlepart, $info_cat, $data, $catapultTarget2, true, true, $catp_pic, $can_destroy, $isoasis, $village_destroyed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// clear resource levels cache, since we might have destroyed buildings/fields by now
|
||||||
|
call_user_func(get_class($database).'::clearResourseLevelsCache');
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* resolve 2nd row of catapults
|
|
||||||
*/
|
|
||||||
if (!$catapults2WillNotShoot) {
|
|
||||||
$this->resolveCatapultsDestruction($bdo, $battlepart, $info_cat, $data, $catapultTarget2, true, true, $catp_pic, $can_destroy, $isoasis, $village_destroyed);
|
|
||||||
}
|
|
||||||
|
|
||||||
// clear resource levels cache, since we might have destroyed buildings/fields by now
|
|
||||||
call_user_func(get_class($database).'::clearResourseLevelsCache');
|
|
||||||
}
|
}
|
||||||
|
} elseif (($data['t7']-$traped7)>0) {
|
||||||
|
$info_ram = "".$ram_pic.",Hint: The ram does not work during a raid.";
|
||||||
}
|
}
|
||||||
} elseif (($data['t7']-$traped7)>0) {
|
}else{
|
||||||
$info_ram = "".$ram_pic.",Hint: The ram does not work during a raid.";
|
$can_destroy = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
//chiefing village
|
//chiefing village
|
||||||
//there are senators
|
//there are senators
|
||||||
if(($data['t9']-$dead9-$traped9)>0){
|
if(($data['t9']-$dead9-$traped9)>0 && $isoasis==0){
|
||||||
if ($type=='3') {
|
if ($type=='3') {
|
||||||
|
|
||||||
$palacelevel = $database->getResourceLevel($from['wref']);
|
$palacelevel = $database->getResourceLevel($from['wref']);
|
||||||
@@ -3050,10 +3062,8 @@ class Automation {
|
|||||||
$village_destroyed = 0;
|
$village_destroyed = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ($village_destroyed == 1) {
|
if ($village_destroyed == 1 && $can_destroy==1) {
|
||||||
if($can_destroy==1){
|
$this->DelVillage($data['to']);
|
||||||
$this->DelVillage($data['to']);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
//units attack string for battleraport
|
//units attack string for battleraport
|
||||||
|
|||||||
@@ -5883,7 +5883,7 @@ References: User ID/Message ID, Mode
|
|||||||
function modifyHeroXp($column,$value,$heroid) {
|
function modifyHeroXp($column,$value,$heroid) {
|
||||||
list($column,$value,$heroid) = $this->escape_input($column,(int) $value,(int) $heroid);
|
list($column,$value,$heroid) = $this->escape_input($column,(int) $value,(int) $heroid);
|
||||||
|
|
||||||
$q = "UPDATE ".TB_PREFIX."hero SET $column = $column + $value WHERE uid=$heroid";
|
$q = "UPDATE ".TB_PREFIX."hero SET $column = $column + $value WHERE heroid=$heroid";
|
||||||
return mysqli_query($this->dblink,$q);
|
return mysqli_query($this->dblink,$q);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user