getABTech($village->wid); $ABups = $technology->getABUpgrades('a'); $totalUps = count($ABups); $armouryLevel = $building->getTypeLevel(13); $arAttri = $bid13[$armouryLevel]['attri'] / 100; $start = $session->tribe * 10 - 9; $end = $session->tribe * 10 - 2; ?> getTech($i) || $j == 1)) continue; $unitName = $technology->getUnitName($i); $current = (int)$abdata['a'.$j]; // câte upgrade-uri sunt deja în coadă pentru unitatea asta $ups = 0; foreach ($ABups as $up) { if (in_array('a'.$j, $up)) $ups++; } $shownLevel = $current + $ups; $nextLevel = $shownLevel + 1; $ab = ${'ab'.$i}; $next = $ab[$nextLevel]?? null; ?>
<?= $unitName?> ( 0? '+'.$ups : ''?>)
<?php echo LUMBER; ?> | <?php echo CLAY; ?> | <?php echo IRON; ?> | <?php echo CROP; ?> | <?php echo DURATION; ?> getTimeFormat(round($next['time'] * $arAttri / SPEED))?> userinfo['gold'] >= 3 && $building->getTypeLevel(17) >= 1 && $village->atotal >= $totalRequired; ?> | <?php echo NPC_TRADE; ?> $village->awood || $next['clay'] > $village->aclay || $next['iron'] > $village->airon || $next['crop'] > $village->acrop) { if ($village->getProd('crop') > 0 || $village->acrop > $next['crop']) { $time = $technology->calculateAvaliable(13, $next); echo '
'.ENOUGH_RESOURCES.' '.$time[0].' at '.$time[1].''; } else { echo '
'.CROP_NEGATIVE.''; } } ?>
= 20):?>
$village->maxstore || $next['clay'] > $village->maxstore || $next['iron'] > $village->maxstore)):?>
$village->maxcrop):?>
$village->awood || $next['clay'] > $village->aclay || $next['iron'] > $village->airon || $next['crop'] > $village->acrop)):?>
plus || $totalUps > 1):?>
access!= BANNED):?>
0):?> tribe - 1) * 10 + $ABUnit; $unitName = $technology->getUnitName($unit); $date = $generator->procMtime($arms['timestamp']); ?>
<?= $unitName?> ( ) 1):?> getTimeFormat($arms['timestamp'] - time())?>