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f72d47e8be
Another translate in english
635 lines
30 KiB
PHP
635 lines
30 KiB
PHP
<?php
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#################################################################################
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## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
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## --------------------------------------------------------------------------- ##
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## Filename : Artifacts.php ##
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## Type : Artifacts System Backend ##
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## --------------------------------------------------------------------------- ##
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## Developed by : Dzoki ##
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## Refactored by : Shadow & Ferywir ##
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## Thanks to : ronix, InCube, Akakori, Elmar & Kirilloid ##
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## --------------------------------------------------------------------------- ##
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## Contact : cata7007@gmail.com ##
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## Project : TravianZ ##
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## URLs: : https://travianz.org ##
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## GitHub : https://github.com/Shadowss/TravianZ ##
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## --------------------------------------------------------------------------- ##
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## License : TravianZ Project ##
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## Copyright : TravianZ (c) 2010-2026. All rights reserved. ##
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## --------------------------------------------------------------------------- ##
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#################################################################################
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class Artifacts
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{
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const
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/**
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* @var int Default Natars' uid
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*/
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NATARS_UID = 3,
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/**
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* @var int Default Natars' tribe
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*/
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NATARS_TRIBE = 5,
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/**
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* @var string Default Natars' email
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*/
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NATARS_EMAIL = TRIBE5."@noreply.com",
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/**
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* @var string Default Natars' description
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*/
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NATARS_DESC = "**************************
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[#natars]
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**************************",
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/**
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* @var string Default Natars' description 2
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*/
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NATARS_DESC2 = "**************************
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[#WW]
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**************************",
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/**
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* @var array Possible Natars' capital locations
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*/
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NATARS_CAPITAL_COORDINATES = [[WORLD_MAX, WORLD_MAX],
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[WORLD_MAX, 0],
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[WORLD_MAX, -WORLD_MAX],
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[0, -WORLD_MAX],
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[-WORLD_MAX, -WORLD_MAX],
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[-WORLD_MAX, 0],
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[-WORLD_MAX, WORLD_MAX],
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[0, WORLD_MAX],
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[WORLD_MAX / 10, WORLD_MAX / 20],
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[WORLD_MAX / 10, -WORLD_MAX / 10],
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[-WORLD_MAX / 20, -WORLD_MAX / 10],
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[-WORLD_MAX / 10, 0],
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[-WORLD_MAX / 20, WORLD_MAX / 10]],
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/**
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* @var array Normal Natars' artifacts
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*/
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NATARS_ARTIFACTS = [ARCHITECTS_DESC => [["type" => 1, "size" => 1, "name" => ARCHITECTS_SMALL, "vname" => ARCHITECTS_SMALLVILLAGE, "effect" => "(4x)", "quantity" => 6, "img" => 2],
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["type" => 1, "size" => 2, "name" => ARCHITECTS_LARGE, "vname" => ARCHITECTS_LARGEVILLAGE, "effect" => "(3x)", "quantity" => 4, "img" => 2],
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["type" => 1, "size" => 3, "name" => ARCHITECTS_UNIQUE,"vname" => ARCHITECTS_UNIQUEVILLAGE, "effect" => "(5x)", "quantity" => 1, "img" => 2]],
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HASTE_DESC => [["type" => 2, "size" => 1, "name" => HASTE_SMALL, "vname" => HASTE_SMALLVILLAGE, "effect" => "(2x)", "quantity" => 6, "img" => 4],
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["type" => 2, "size" => 2, "name" => HASTE_LARGE, "vname" => HASTE_LARGEVILLAGE, "effect" => "(1.5x)", "quantity" => 4, "img" => 4],
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["type" => 2, "size" => 3, "name" => HASTE_UNIQUE, "vname" => HASTE_UNIQUEVILLAGE, "effect" => "(3x)", "quantity" => 1, "img" => 4]],
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EYESIGHT_DESC => [["type" => 3, "size" => 1, "name" => EYESIGHT_SMALL, "vname" => EYESIGHT_SMALLVILLAGE, "effect" => "(5x)", "quantity" => 6, "img" => 5],
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["type" => 3, "size" => 2, "name" => EYESIGHT_LARGE, "vname" => EYESIGHT_LARGEVILLAGE, "effect" => "(3x)", "quantity" => 4, "img" => 5],
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["type" => 3, "size" => 3, "name" => EYESIGHT_UNIQUE, "vname" => EYESIGHT_UNIQUEVILLAGE, "effect" => "(10x)", "quantity" => 1, "img" => 5]],
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DIET_DESC => [["type" => 4, "size" => 1, "name" => DIET_SMALL, "vname" => DIET_SMALLVILLAGE, "effect" => "(50%)", "quantity" => 6, "img" => 6],
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["type" => 4, "size" => 2, "name" => DIET_LARGE, "vname" => DIET_LARGEVILLAGE, "effect" => "(25%)", "quantity" => 4, "img" => 6],
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["type" => 4, "size" => 3, "name" => DIET_UNIQUE, "vname" => DIET_UNIQUEVILLAGE, "effect" => "(50%)", "quantity" => 1, "img" => 6]],
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ACADEMIC_DESC => [["type" => 5, "size" => 1, "name" => ACADEMIC_SMALL, "vname" => ACADEMIC_SMALLVILLAGE, "effect" => "(50%)", "quantity" => 6, "img" => 8],
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["type" => 5, "size" => 2, "name" => ACADEMIC_LARGE, "vname" => ACADEMIC_LARGEVILLAGE, "effect" => "(25%)", "quantity" => 4, "img" => 8],
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["type" => 5, "size" => 3, "name" => ACADEMIC_UNIQUE, "vname" => ACADEMIC_UNIQUEVILLAGE, "effect" => "(50%)", "quantity" => 1, "img" => 8]],
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STORAGE_DESC => [["type" => 6, "size" => 1, "name" => STORAGE_SMALL, "vname" => STORAGE_SMALLVILLAGE, "effect" => "(50%)", "quantity" => 6, "img" => 9],
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["type" => 6, "size" => 2, "name" => STORAGE_LARGE, "vname" => STORAGE_LARGEVILLAGE, "effect" => "(25%)", "quantity" => 4, "img" => 9]],
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CONFUSION_DESC => [["type" => 7, "size" => 1, "name" => CONFUSION_SMALL, "vname" => CONFUSION_SMALLVILLAGE, "effect" => "(200)", "quantity" => 6, "img" => 10],
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["type" => 7, "size" => 2, "name" => CONFUSION_LARGE, "vname" => CONFUSION_LARGEVILLAGE, "effect" => "(100)", "quantity" => 4, "img" => 10],
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["type" => 7, "size" => 3, "name" => CONFUSION_UNIQUE, "vname" => CONFUSION_UNIQUEVILLAGE, "effect" => "(500)", "quantity" => 1, "img" => 10]],
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FOOL_DESC => [["type" => 8, "size" => 1, "name" => FOOL_SMALL, "vname" => FOOL_SMALLVILLAGE, "effect" => "", "quantity" => 10, "img" => "fool"],
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2 => ["type" => 8, "size" => 3, "name" => FOOL_UNIQUE, "vname" => FOOL_UNIQUEVILLAGE, "effect" => "", "quantity" => 1, "img" => "fool"]]],
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/**
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* @var array WW building plans Natars' artifacts
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*/
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NATARS_WW_BUILDING_PLANS = [PLAN_DESC => [["type" => 11, "size" => 1, "name" => PLAN, "vname" => PLANVILLAGE, "effect" => "", "quantity" => 13, "img" => 1]]],
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/**
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* @var array Natars' normal artifacts buildings
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*/
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NATARS_ARTIFACTS_BUILDINGS = [
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//Treasury of the 20th level, Residence of the 10th level, Rally Point of the 1th level
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"f22t" => 27, "f22" => 20, "f28t" => 25, "f28" => 10, "f39t" => 16, "f39" => 1,
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//18 Cranny of the 10th level
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"f19t" => 23, "f19" => 10, "f20t" => 23, "f20" => 10, "f21t" => 23, "f21" => 10,
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"f23t" => 23, "f23" => 10, "f24t" => 23, "f24" => 10, "f25t" => 23, "f25" => 10,
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"f26t" => 23, "f26" => 10, "f27t" => 23, "f27" => 10, "f29t" => 23, "f29" => 10,
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"f30t" => 23, "f30" => 10, "f31t" => 23, "f31" => 10, "f32t" => 23, "f32" => 10,
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"f33t" => 23, "f33" => 10, "f34t" => 23, "f34" => 10, "f35t" => 23, "f35" => 10,
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"f36t" => 23, "f36" => 10, "f37t" => 23, "f37" => 10, "f38t" => 23, "f38" => 10],
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/**
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* @var array Natars' WW villages buildings
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*/
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NATARS_WW_VILLAGES_BUILDINGS = [
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//WW of the 0th level, Main Building of the 10th level, Marketplace of the 1th level
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"f99t" => 40, "f99" => 0, "f22t" => 15, "f22" => 10, "f34t" => 17, "f34" => 1,
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//Warehouse of the 20th & 10th level, Granary of the 20th & 10th level
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"f20t" => 10, "f20" => 20, "f19t" => 10, "f19" => 10, "f23t" => 11, "f23" => 20, "f27t" => 11, "f27" => 10,
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//All Woodcutter of the 5th level
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"f1" => 5, "f3" => 5, "f14" => 5, "f17" => 5,
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//All Clay Pit of the 5th level
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"f5" => 5, "f6" => 5, "f16" => 5, "f18" => 5,
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//All Iron Mine of the 5th level
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"f4" => 5, "f7" => 5, "f10" => 5, "f11" => 5,
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//All Cropland of the 6th level
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"f2" => 6, "f8" => 6, "f9" => 6, "f12" => 6, "f13" => 6, "f15" => 6],
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/**
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* @var array Natar Capital Army
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*
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* The Natar unit IDs are u41–u50. The classification follows the
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* $unitsbytype array (GameEngine/Data/unitdata.php), not the unit names:
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*
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* u41 Pikeman, u42 Thorned Warrior, u43 Guardsman,
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* u44 Birds of Prey (Scout), u45 Axerider, u46 Natarian Knight
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* -> Main army, 9,000,000 units each
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*
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* u47 War Elephant (Ram), u48 Ballista (Catapult),
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* u49 Natarian Emperor (Chief), u50 Natarian Settler (Settler)
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* -> 999 units each
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*
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* The Natars are exempt from starvation (see getProfileVillages, mode 2,
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* which excludes owner 3), so their enormous crop consumption does not
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* affect them.
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*/
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NATARS_CAPITAL_UNITS = [
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41 => 9000000, 42 => 9000000, 43 => 9000000,
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44 => 9000000, 45 => 9000000, 46 => 9000000,
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47 => 999, 48 => 999, 49 => 999, 50 => 999
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],
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/**
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* @var array Natar Capital Buildings
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*
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* The capital is the Natar World Wonder village. It starts with the World
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* Wonder already present (level 0 – the Natars upgrade it themselves, see
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* AutomationNatarsWWBuild), along with the infrastructure required to support
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* its construction.
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*
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* All resource fields are level 20, while the Great Warehouses and Great
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* Granaries are fully built and filled, since each World Wonder level requires
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* hundreds of thousands of resources.
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*
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* Building slots 25, 26, 29, 30, and 33 remain EMPTY, as they are reserved for
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* World Wonder–related buildings.
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*/
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NATARS_CAPITAL_BUILDINGS = [
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// Resource fields: 4-4-4-6 layout (type 3), all at level 20.
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"f1t" => 1, "f1" => 20, "f2t" => 4, "f2" => 20, "f3t" => 1, "f3" => 20,
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"f4t" => 3, "f4" => 20, "f5t" => 2, "f5" => 20, "f6t" => 2, "f6" => 20,
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"f7t" => 3, "f7" => 20, "f8t" => 4, "f8" => 20, "f9t" => 4, "f9" => 20,
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"f10t" => 3, "f10" => 20, "f11t" => 3, "f11" => 20, "f12t" => 4, "f12" => 20,
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"f13t" => 4, "f13" => 20, "f14t" => 1, "f14" => 20, "f15t" => 4, "f15" => 20,
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"f16t" => 2, "f16" => 20, "f17t" => 1, "f17" => 20, "f18t" => 2, "f18" => 20,
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// Town Hall, Great Warehouses (38), and Great Granaries (39), all at level 20.
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// Building slots 25, 26, 29, 30, and 33 remain EMPTY, as they are reserved
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// for World Wonder–related buildings.
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"f19t" => 24, "f19" => 20, "f20t" => 38, "f20" => 20, "f21t" => 39, "f21" => 20,
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"f22t" => 38, "f22" => 20, "f23t" => 39, "f23" => 20, "f24t" => 38, "f24" => 20,
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"f27t" => 39, "f27" => 20, "f28t" => 38, "f28" => 20, "f31t" => 39, "f31" => 20,
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"f32t" => 38, "f32" => 20, "f34t" => 38, "f34" => 20, "f35t" => 39, "f35" => 20,
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"f36t" => 38, "f36" => 20, "f37t" => 39, "f37" => 20, "f38t" => 38, "f38" => 20,
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// Rally Point, City Wall, World Wonder (level 0)
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"f39t" => 16, "f39" => 20, "f40t" => 31, "f40" => 20, "f99t" => 40, "f99" => 0],
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/**
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* @var int The base amount of Natars' spying units, used when Natars account is created
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*/
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NATARS_BASE_SPY = 1500,
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/**
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* @var int the base amount of Natars' WW villages
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*/
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NATARS_BASE_WW_VILLAGES = 13;
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public
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/**
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* @var funct Natars' troops for normal artifact
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*/
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$natarsArtifactsUnits,
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/**
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* @var funct WW villages Natars' troops
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*/
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$natarsWWVillagesUnits;
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public function __construct(){
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$this->natarsArtifactsUnits = function($multiplier){
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return [41 => rand(1000 * $multiplier, 2000 * $multiplier) * NATARS_UNITS,
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42 => rand(1500 * $multiplier, 2000 * $multiplier) * NATARS_UNITS,
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43 => rand(2300 * $multiplier, 2800 * $multiplier) * NATARS_UNITS,
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44 => rand(25 * $multiplier, 75 * $multiplier) * NATARS_UNITS,
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45 => rand(1200 * $multiplier, 1900 * $multiplier) * NATARS_UNITS,
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46 => rand(1500 * $multiplier, 2000 * $multiplier) * NATARS_UNITS,
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47 => rand(500 * $multiplier, 900 * $multiplier) * NATARS_UNITS,
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48 => rand(100 * $multiplier, 300 * $multiplier) * NATARS_UNITS,
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49 => rand(1 * $multiplier, 5 * $multiplier) * NATARS_UNITS,
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50 => rand(1 * $multiplier, 5 * $multiplier) * NATARS_UNITS];
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};
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$this->natarsWWVillagesUnits = function(){
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return [41 => rand(500, 12000) * NATARS_UNITS,
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42 => rand(1000 , 14000) * NATARS_UNITS,
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43 => rand(2000, 16000) * NATARS_UNITS,
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44 => rand(100, 500) * NATARS_UNITS,
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45 => rand(480, 17000) * NATARS_UNITS,
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46 => rand(600, 18000) * NATARS_UNITS,
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47 => rand(2000, 16000) * NATARS_UNITS,
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48 => rand(400, 2000) * NATARS_UNITS,
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49 => rand(40, 200) * NATARS_UNITS,
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50 => rand(50, 250) * NATARS_UNITS];
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};
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}
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/**
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* Called when Natars account needs to be created, creates his account and capital village
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*
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*/
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public function createNatars(){
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global $database;
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//Register the Natars account, the Natars' password is the same as the MH's one
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$password = $database->getUserField(5, 'password', 0);
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$database->register(TRIBE5, $password, self::NATARS_EMAIL, self::NATARS_TRIBE, null, self::NATARS_UID, self::NATARS_DESC, self::NATARS_DESC2);
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//Convert from coordinates to village IDs
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$possibleWids = $database->getVilWrefs(self::NATARS_CAPITAL_COORDINATES);
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//Check if the villages aren't already taken
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$wid = $database->getFreeVillage($possibleWids);
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//Generate the Natars' capital
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//
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// The capital starts with the World Wonder and the infrastructure defined
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// in NATARS_CAPITAL_BUILDINGS. The data is passed in the same format used
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// for World Wonder villages: [0] = column names, [1][] = values.
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$capitalBuildings = [];
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$capitalBuildings[0] = array_keys(self::NATARS_CAPITAL_BUILDINGS);
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$capitalBuildings[1][] = array_values(self::NATARS_CAPITAL_BUILDINGS);
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// The capital army, using the same format as World Wonder villages:
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// [0] = column names, [1][] = values.
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$capitalUnits = [];
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$capitalUnits[0] = array_keys(self::NATARS_CAPITAL_UNITS);
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$capitalUnits[1][] = array_values(self::NATARS_CAPITAL_UNITS);
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$wid = $database->generateVillages(
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[['wid' => $wid, 'mode' => 2, 'type' => 3, 'kid' => 0, 'capital' => 1, 'pop' => 1184, 'name' => null, 'natar' => 0]],
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self::NATARS_UID,
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TRIBE5,
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$capitalUnits,
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$capitalBuildings
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);
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//Scouts all players
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$this->scoutAllPlayers($wid);
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//Add artifacts
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$this->addArtifactVillages(self::NATARS_ARTIFACTS);
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}
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/**
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* Called when Natars account has been created
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*
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* @param int $wid The village ID of the Natars' capital
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*/
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public function scoutAllPlayers($wid){
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global $database;
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$array = $database->getProfileVillages(0, 1);
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$refs = [];
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$vils = [];
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foreach($array as $vill){
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$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);
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$vils[] = $vill['wref'];
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}
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$type = [];
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$from = [];
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$to = [];
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$ref = [];
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$time = [];
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$timeValue = time();
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$endtime = [];
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$endtimeValue = $timeValue + round(10000 / SPEED);
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$counter = 0;
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foreach ($refs as $index => $refID) {
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$type[] = 3;
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$from[] = $wid;
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$to[] = $vils[$index];
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$ref[] = $refID;
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$time[] = $timeValue;
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$endtime[] = $endtimeValue;
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// limit the insert, so it can push through any reasonable network limits imposed
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if (++$counter > 25) {
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$database->addMovement($type, $from, $to, $ref, $time, $endtime);
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$type = [];
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$from = [];
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$to = [];
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$ref = [];
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$time = [];
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$endtime = [];
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$counter = 0;
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}
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}
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if ($counter > 0) $database->addMovement($type, $from, $to, $ref, $time, $endtime);
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}
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/**
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* Creates villages and puts the desired artifacts in it
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*
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* @param array $artifactArrays The array containing the artifacts to insert
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* @param int $uid The owner's user ID (Natars)
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* @param bool $addTroops Add troops to the village if true, and vice versa if false
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*/
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public function addArtifactVillages($artifactArrays, $uid = self::NATARS_UID, $addTroops = true) {
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global $database;
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//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) $active = "<b>Can't be activated</b>";
|
||
elseif (!$artifact['active']) $active = date("d.m.Y H:i:s", $artifact['conquered'] + $activationTime);
|
||
else
|
||
{
|
||
$active = "<b>".ACTIVE."</b>";
|
||
$nextEffect = date("d.m.Y H:i:s", $artifact['lastupdate'] + (86400 / (SPEED == 2 ? 1.5 : (SPEED == 3 ? 2 : SPEED))));
|
||
}
|
||
|
||
if ($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." (<b>".str_replace(["(", ")"], "" , $effect)."</b>)" : (($kind == 11 && $artifact['active']) ? "<b>".WW_BUILDING_PLAN."</b>" : "<b>Not yet active</b>");
|
||
} else {
|
||
$requiredLevel = 0;
|
||
$active = 0;
|
||
$bonus = 0;
|
||
$effectInfluence = 0;
|
||
$nextEffect = 0;
|
||
}
|
||
|
||
return ["requiredLevel" => $requiredLevel, "active" => $active,
|
||
"bonus" => $bonus, "effectInfluence" => $effectInfluence,
|
||
"nextEffect" => $nextEffect];
|
||
}
|
||
}
|
||
|
||
?>
|