[["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"], 2 => ["type" => 8, "size" => 3, "name" => FOOL_UNIQUE, "vname" => FOOL_UNIQUEVILLAGE, "effect" => "", "quantity" => 1, "img" => "fool"]]], /** * @var array WW building plans Natars' artifacts */ NATARS_WW_BUILDING_PLANS = [PLAN_DESC => [["type" => 11, "size" => 1, "name" => PLAN, "vname" => PLANVILLAGE, "effect" => "", "quantity" => 13, "img" => 1]]], /** * @var array Natars' normal artifacts buildings */ NATARS_ARTIFACTS_BUILDINGS = [ //Treasury of the 20th level, Residence of the 10th level, Rally Point of the 1th level "f22t" => 27, "f22" => 20, "f28t" => 25, "f28" => 10, "f39t" => 16, "f39" => 1, //18 Cranny of the 10th level "f19t" => 23, "f19" => 10, "f20t" => 23, "f20" => 10, "f21t" => 23, "f21" => 10, "f23t" => 23, "f23" => 10, "f24t" => 23, "f24" => 10, "f25t" => 23, "f25" => 10, "f26t" => 23, "f26" => 10, "f27t" => 23, "f27" => 10, "f29t" => 23, "f29" => 10, "f30t" => 23, "f30" => 10, "f31t" => 23, "f31" => 10, "f32t" => 23, "f32" => 10, "f33t" => 23, "f33" => 10, "f34t" => 23, "f34" => 10, "f35t" => 23, "f35" => 10, "f36t" => 23, "f36" => 10, "f37t" => 23, "f37" => 10, "f38t" => 23, "f38" => 10], /** * @var array Natars' WW villages buildings */ NATARS_WW_VILLAGES_BUILDINGS = [ //WW of the 0th level, Main Building of the 10th level, Marketplace of the 1th level "f99t" => 40, "f99" => 0, "f22t" => 15, "f22" => 10, "f34t" => 17, "f34" => 1, //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 "f1" => 5, "f3" => 5, "f14" => 5, "f17" => 5, //All Clay Pit of the 5th level "f5" => 5, "f6" => 5, "f16" => 5, "f18" => 5, //All Iron Mine of the 5th level "f4" => 5, "f7" => 5, "f10" => 5, "f11" => 5, //All Cropland of the 6th level "f2" => 6, "f8" => 6, "f9" => 6, "f12" => 6, "f13" => 6, "f15" => 6], /** * @var int The base amount of Natars' spying units, used when Natars account is created */ NATARS_BASE_SPY = 1500, /** * @var int the base amount of Natars' WW villages */ NATARS_BASE_WW_VILLAGES = 13; public /** * @var funct Natars' troops for normal artifact */ $natarsArtifactsUnits, /** * @var funct WW villages Natars' troops */ $natarsWWVillagesUnits; public function __construct(){ $this->natarsArtifactsUnits = function($multiplier){ return [41 => rand(1000 * $multiplier, 2000 * $multiplier) * NATARS_UNITS, 42 => rand(1500 * $multiplier, 2000 * $multiplier) * NATARS_UNITS, 43 => rand(2300 * $multiplier, 2800 * $multiplier) * NATARS_UNITS, 44 => rand(25 * $multiplier, 75 * $multiplier) * NATARS_UNITS, 45 => rand(1200 * $multiplier, 1900 * $multiplier) * NATARS_UNITS, 46 => rand(1500 * $multiplier, 2000 * $multiplier) * NATARS_UNITS, 47 => rand(500 * $multiplier, 900 * $multiplier) * NATARS_UNITS, 48 => rand(100 * $multiplier, 300 * $multiplier) * NATARS_UNITS, 49 => rand(1 * $multiplier, 5 * $multiplier) * NATARS_UNITS, 50 => rand(1 * $multiplier, 5 * $multiplier) * NATARS_UNITS]; }; $this->natarsWWVillagesUnits = function(){ return [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]; }; } /** * Called when Natars account needs to be created, creates his account and capital village * */ public function createNatars(){ global $database; //Register the Natars account, the Natars' password is the same as the MH's one $password = $database->getUserField(5, 'password', 0); $database->register(TRIBE5, $password, self::NATARS_EMAIL, self::NATARS_TRIBE, null, self::NATARS_UID, self::NATARS_DESC, self::NATARS_DESC2); //Convert from coordinates to village IDs $possibleWids = $database->getVilWrefs(self::NATARS_CAPITAL_COORDINATES); //Check if the villages aren't already taken $wid = $database->getFreeVillage($possibleWids); //Generate the Natars' capital $wid = $database->generateVillages([['wid' => $wid, 'mode' => 2, 'type' => 3, 'kid' => 0, 'capital' => 1, 'pop' => 834, 'name' => null, 'natar' => 0]], self::NATARS_UID, TRIBE5); //Scouts all players $this->scoutAllPlayers($wid); //Add artifacts $this->addArtifactVillages(self::NATARS_ARTIFACTS); } /** * Called when Natars account has been created * * @param int $wid The village ID of the Natars' capital */ public function scoutAllPlayers($wid){ global $database; $array = $database->getProfileVillages(0, 1); $refs = []; $vils = []; foreach($array as $vill){ $refs[] = $database->addAttack($wid, 0, 0, 0, self::NATARS_BASE_SPY * NATARS_UNITS, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 0); $vils[] = $vill['wref']; } $type = []; $from = []; $to = []; $ref = []; $time = []; $timeValue = time(); $endtime = []; $endtimeValue = $timeValue + round(10000 / SPEED); $counter = 0; foreach ($refs as $index => $refID) { $type[] = 3; $from[] = $wid; $to[] = $vils[$index]; $ref[] = $refID; $time[] = $timeValue; $endtime[] = $endtimeValue; // limit the insert, so it can push through any reasonable network limits imposed if (++$counter > 25) { $database->addMovement($type, $from, $to, $ref, $time, $endtime); $type = []; $from = []; $to = []; $ref = []; $time = []; $endtime = []; $counter = 0; } } if ($counter > 0) $database->addMovement($type, $from, $to, $ref, $time, $endtime); } /** * Creates villages and puts the desired artifacts in it * * @param array $artifactArrays The array containing the artifacts to insert * @param int $uid The owner's user ID (Natars) * @param bool $addTroops Add troops to the village if true, and vice versa if false */ public function addArtifactVillages($artifactArrays, $uid = self::NATARS_UID, $addTroops = true) { global $database; //Variables initialization $artifactNumber = 0; $artifactVillages = $artifactTroops = $artifactBuildings = $artifactsToAdd = $wids = []; //Create the artifact villages array foreach($artifactArrays as $desc => $artifactType){ foreach($artifactType as $artifact){ for($i = 0; $i < $artifact['quantity']; $i++){ //Generate the villages array $artifactVillages[] = ['wid' => 0, 'mode' => $artifact['size'] + 1, 'type' => 3, 'kid' => rand(1, 4), 'capital' => 0, 'pop' => 163, 'name' => $artifact['vname'], 'natar' => 0]; //Set the unit arrays (1, 2 or 4) $multiplier = $artifact['size'] == 3 ? 4 : $artifact['size']; $unitArrays = ($this->natarsArtifactsUnits)($multiplier); //Generate the unit arrays if($addTroops) $artifactTroops[1][] = array_values($unitArrays); $artifactBuildings[1][] = array_values(self::NATARS_ARTIFACTS_BUILDINGS); //Generate the artifacts array $artifactsToAdd[] = ['owner' => $uid, 'type' => $artifact['type'], 'size' => $artifact['size'], 'name' => $artifact['name'], 'desc' => $desc, 'effect' => $artifact['effect'], 'img' => "type".$artifact['img'].".gif"]; } } } //Set the unit types by using the last $unitArrays if($addTroops) $artifactTroops[0] = array_keys($unitArrays); $artifactBuildings[0] = array_keys(self::NATARS_ARTIFACTS_BUILDINGS); //Generate the wids $wids = array_merge($wids, (array)$database->generateVillages($artifactVillages, $uid, TRIBE5, $addTroops ? $artifactTroops : null, $artifactBuildings)); //Create the artifacts for the generated wids $database->addArtefacts($wids, $artifactsToAdd); } /** * Called when WW villages need to be created * * @param int $numberOfVillages The number of villages that have to be added * @param int $uid The player ID * @param bool $addTroops Add troops to the village if true, and vice versa if false */ public function createWWVillages($numberOfVillages = self::NATARS_BASE_WW_VILLAGES, $uid = self::NATARS_UID, $addTroops = true){ global $database; $villageArrays = $troopArrays = $buildingArrays = $wids = []; for($i = 1; $i <= $numberOfVillages; $i++){ $villageArrays[] = ['wid' => 0, 'mode' => 5, 'type' => 3, 'kid' => ($i == $numberOfVillages ? rand(1, 4) : ($i % 4) + 1), 'capital' => 0, 'pop' => 233, 'name' => WWVILLAGE, 'natar' => 1]; if($addTroops) $troopArrays[1][] = array_values(($this->natarsWWVillagesUnits)()); $buildingArrays[1][] = array_values(self::NATARS_WW_VILLAGES_BUILDINGS); } if($addTroops) $troopArrays[0] = array_keys(($this->natarsWWVillagesUnits)()); $buildingArrays[0] = array_keys(self::NATARS_WW_VILLAGES_BUILDINGS); $wids = $database->generateVillages($villageArrays, $uid, null, $addTroops ? $troopArrays : null, $buildingArrays); } /** * Called when WW building plans need to be created * */ public function createWWBuildingPlans(){ //Add the artifacts and villages $this->addArtifactVillages(self::NATARS_WW_BUILDING_PLANS); } /** * Automatically activate all artifacts that need to be activated * */ public function activateArtifacts(){ global $database; //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']++; } } } } } /** * Return the selected artifact, to the Natars account, by creating a new village and * by moving the artifact into it * * @param array $artifact The artifact array */ public function returnArtifactToNatars($artifactArray){ global $database; //Set the village arrays $artifactArrays = array_merge(self::NATARS_ARTIFACTS, self::NATARS_WW_BUILDING_PLANS); $villageArrays = [['wid' => 0, 'mode' => $artifactArray['size'] + 1, 'type' => 3, 'kid' => rand(1, 4), 'capital' => 0, 'pop' => 163, 'name' => $artifactArrays[$artifactArray['desc']][$artifactArray['size'] - 1]['vname'], 'natar' => 0]]; //Set the unit arrays $multiplier = $artifactArray['size'] == 3 ? 4 : $artifactArray['size']; $unitsArray = ($this->natarsArtifactsUnits)($multiplier); //Set the unit types $artifactTroops[1][] = array_values($unitsArray); $artifactTroops[0] = array_keys($unitsArray); //Set the buildings array $artifactBuildings[1][] = array_values(self::NATARS_ARTIFACTS_BUILDINGS); $artifactBuildings[0] = array_keys(self::NATARS_ARTIFACTS_BUILDINGS); //Generate the village $wid = $database->generateVillages($villageArrays, self::NATARS_UID, TRIBE5, $artifactTroops, $artifactBuildings); //Update the artifact with the new village id and owner $database->updateArtifactDetails($artifactArray['id'], ['vref' => $wid, 'owner' => self::NATARS_UID, 'active' => 0, 'del' => 0]); } /** * Gets the artifact informations in plain text * * @param int $artifact The artifact * @return array Returns the information of the artifacts */ public static function getArtifactInfo($artifact){ $activationTime = 86400 / (SPEED == 2 ? 1.5 : (SPEED == 3 ? 2 : SPEED)); $time = time(); $nextEffect = "-"; if ( is_array($artifact) ) { if($artifact['size'] == 1 && $artifact['type'] != 11){ $requiredLevel = 10; $effectInfluence = VILLAGE; }else{ $requiredLevel = $artifact['type'] != 11 ? 20 : 10; $effectInfluence = ACCOUNT; } if($artifact['owner'] == 3) $active = "-"; elseif(!$artifact['active'] && $artifact['conquered'] < $time - $activationTime) $active = "Can't be activated"; elseif (!$artifact['active']) $active = date("d.m.Y H:i:s", $artifact['conquered'] + $activationTime); else { $active = "".ACTIVE.""; $nextEffect = date("d.m.Y H:i:s", $artifact['lastupdate'] + (86400 / (SPEED == 2 ? 1.5 : (SPEED == 3 ? 2 : SPEED)))); } //// Added by brainiac - thank you if ($artifact['type'] == 8) { $kind = $artifact['kind']; $effect = $artifact['effect2']; }else{ $kind = $artifact['type']; $effect = $artifact['effect']; } $artifactBadEffect = $artifact['type'] == 8 && $artifact['bad_effect'] == 1; switch($kind){ case 1: $betterorbadder = $artifactBadEffect ? BUILDING_WEAKER : BUILDING_STRONGER; break; case 2: $betterorbadder = $artifactBadEffect ? TROOPS_SLOWEST : TROOPS_FASTER; break; case 3: $betterorbadder = $artifactBadEffect ? SPIES_DECRESE : SPIES_INCREASE; break; case 4: $betterorbadder = $artifactBadEffect ? CONSUME_HIGH : CONSUME_LESS; break; case 5: $betterorbadder = $artifactBadEffect ? TROOPS_MAKE_SLOWEST : TROOPS_MAKE_FASTER; break; case 6: $betterorbadder = $artifactBadEffect ? YOU_CONSTRUCT : YOU_CONSTRUCT; break; case 7: $betterorbadder = $artifactBadEffect ? CRANNY_DECRESE : CRANNY_INCREASED; break; case 8: $betterorbadder = $artifactBadEffect ? SPIES_INCREASE : SPIES_DECRESE; break; } $bonus = isset($betterorbadder) ? $betterorbadder." (".str_replace(["(", ")"], "" , $effect).")" : (($kind == 11 && $artifact['active']) ? "".WW_BUILDING_PLAN."" : "Not yet active"); } else { $requiredLevel = 0; $active = 0; $bonus = 0; $effectInfluence = 0; $nextEffect = 0; } return ["requiredLevel" => $requiredLevel, "active" => $active, "bonus" => $bonus, "effectInfluence" => $effectInfluence, "nextEffect" => $nextEffect]; } } ?>