[["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 array Cladirile capitalei Natarilor
*
* Capitala e satul Minunii Lumii al Natarilor. Primeste Minunea de la bun
* inceput (nivel 0 - o urca singuri, vezi AutomationNatarsWWBuild), plus
* infrastructura care ii permite s-o ridice.
*
* Campurile de resurse sunt toate la 20, iar depozitele si hambarele sunt
* mari si pline, fiindca fiecare nivel de Minune cere sute de mii de
* resurse.
*
* Sloturile 25, 26, 29, 30 si 33 raman LIBERE - sunt rezervate cladirilor
* legate de Minune.
*/
/**
* @var array Armata capitalei Natarilor
*
* Unitatile Natarilor sunt u41-u50. Clasificarea e cea din $unitsbytype
* (GameEngine/Data/unitdata.php), nu ghicita dupa nume:
*
* u41 Pikeman, u42 Thorned Warrior, u43 Guardsman,
* u44 Birds Of Prey (cercetas), u45 Axerider, u46 Natarian Knight
* -> armata propriu-zisa, cate 9.000.000
*
* u47 War Elephant (berbec), u48 Ballista (catapulta),
* u49 Natarian Emperor (capetenie), u50 Natarian Settler (colonist)
* -> cate 999
*
* Natarii sunt scutiti de infometare (vezi getProfileVillages, mod 2, care
* exclude owner 3), deci consumul urias de cereale nu-i omoara.
*/
NATARS_CAPITAL_UNITS = [
41 => 9000000, 42 => 9000000, 43 => 9000000,
44 => 9000000, 45 => 9000000, 46 => 9000000,
47 => 999, 48 => 999, 49 => 999, 50 => 999
],
NATARS_CAPITAL_BUILDINGS = [
//Campuri de resurse: configuratia 4-4-4-6 (tipul 3), toate la nivel 20
"f1t" => 1, "f1" => 20, "f2t" => 4, "f2" => 20, "f3t" => 1, "f3" => 20,
"f4t" => 3, "f4" => 20, "f5t" => 2, "f5" => 20, "f6t" => 2, "f6" => 20,
"f7t" => 3, "f7" => 20, "f8t" => 4, "f8" => 20, "f9t" => 4, "f9" => 20,
"f10t" => 3, "f10" => 20, "f11t" => 3, "f11" => 20, "f12t" => 4, "f12" => 20,
"f13t" => 4, "f13" => 20, "f14t" => 1, "f14" => 20, "f15t" => 4, "f15" => 20,
"f16t" => 2, "f16" => 20, "f17t" => 1, "f17" => 20, "f18t" => 2, "f18" => 20,
//Primaria, plus Depozite Mari (38) si Hambare Mari (39), toate nivel 20.
//Sloturile 25, 26, 29, 30 si 33 raman LIBERE: acolo se construiesc
//cladirile legate de Minunea Lumii.
"f19t" => 24, "f19" => 20, "f20t" => 38, "f20" => 20, "f21t" => 39, "f21" => 20,
"f22t" => 38, "f22" => 20, "f23t" => 39, "f23" => 20, "f24t" => 38, "f24" => 20,
"f27t" => 39, "f27" => 20, "f28t" => 38, "f28" => 20, "f31t" => 39, "f31" => 20,
"f32t" => 38, "f32" => 20, "f34t" => 38, "f34" => 20, "f35t" => 39, "f35" => 20,
"f36t" => 38, "f36" => 20, "f37t" => 39, "f37" => 20, "f38t" => 38, "f38" => 20,
//Punct de adunare, Zid de oras, Minunea Lumii (nivel 0)
"f39t" => 16, "f39" => 20, "f40t" => 31, "f40" => 20, "f99t" => 40, "f99" => 0],
/**
* @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
//
// Capitala primeste de la bun inceput Minunea Lumii si infrastructura
// din NATARS_CAPITAL_BUILDINGS. Lista se transmite in acelasi format ca
// la satele de Minune: [0] = numele coloanelor, [1][] = valorile.
$capitalBuildings = [];
$capitalBuildings[0] = array_keys(self::NATARS_CAPITAL_BUILDINGS);
$capitalBuildings[1][] = array_values(self::NATARS_CAPITAL_BUILDINGS);
// Armata capitalei, in acelasi format ca la satele de Minune:
// [0] = numele coloanelor, [1][] = valorile.
$capitalUnits = [];
$capitalUnits[0] = array_keys(self::NATARS_CAPITAL_UNITS);
$capitalUnits[1][] = array_values(self::NATARS_CAPITAL_UNITS);
$wid = $database->generateVillages(
[['wid' => $wid, 'mode' => 2, 'type' => 3, 'kid' => 0, 'capital' => 1, 'pop' => 1184, 'name' => null, 'natar' => 0]],
self::NATARS_UID,
TRIBE5,
$capitalUnits,
$capitalBuildings
);
//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];
}
}
?>