Files
TravianZ/GameEngine/Battle.php
T
2017-11-25 00:17:26 +01:00

844 lines
34 KiB
PHP
Executable File

<?php
#################################################################################
## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
## --------------------------------------------------------------------------- ##
## Project: TravianZ ##
## Version: 22.06.2015 ##
## Filename Battle.php ##
## Developed by: Dzoki & Dixie ##
## Fixed by: Shadow ##
## Thanks to: Akakori & Elmar ##
## Reworked and Fix by: ronix ##
## Fixed by: InCube - double troops ##
## License: TravianZ Project ##
## Copyright: TravianZ (c) 2010-2015. All rights reserved. ##
## URLs: http://travian.shadowss.ro ##
## Source code: https://github.com/Shadowss/TravianZ ##
## ##
#################################################################################
class Battle {
public function procSim($post) {
global $form;
// receive form and process
if(isset($post['a1_v']) && (isset($post['a2_v1']) || isset($post['a2_v2']) || isset($post['a2_v3']) || isset($post['a2_v4']))) {
$_POST['mytribe'] = $post['a1_v'];
$target = array();
if(isset($post['a2_v1'])) {
array_push($target,1);
}
if(isset($post['a2_v2'])) {
array_push($target,2);
}
if(isset($post['a2_v3'])) {
array_push($target,3);
}
if(isset($post['a2_v4'])) {
array_push($target,4);
}
if(isset($post['a2_v5'])) {
array_push($target,5);
}
$_POST['target'] = $target;
if(isset($post['h_off_bonus'])) {
if (intval($post['h_off_bonus'])>20) {$post['h_off_bonus']=20;}
}else $post['h_off_bonus']=0;
if(isset($post['h_def_bonus'])) {
if (intval($post['h_def_bonus'])>20) {$post['h_def_bonus']=20;}
}else $post['h_def_bonus']=0;
if(isset($post['a1_1'])) {
$sum = $sum2 = $post['walllevel'] = 0;
for($i=1;$i<=10;$i++) {
$sum += (!empty($post['a1_'.$i]) ? $post['a1_'.$i] : 0);
}
if($sum > 0) {
$post['palast'] = intval($post['palast']);
if($post['palast'] > 20) $post['palast'] = 20;
if(isset($post['wall1'])) {
$post['wall1'] = intval($post['wall1']);
if ($post['wall1'] > 20) $post['wall1']=20;
if ($post['walllevel']==0) $post['walllevel']=$post['wall1'];
}
if(isset($post['wall2'])) {
$post['wall2'] = intval($post['wall2']);
if ($post['wall2'] > 20) $post['wall2']=20;
if ($post['walllevel']==0) $post['walllevel']=$post['wall2'];
}
if(isset($post['wall3'])) {
$post['wall3'] = intval($post['wall3']);
if ($post['wall3'] > 20) $post['wall3']=20;
if ($post['walllevel']==0) $post['walllevel']=$post['wall3'];
}
if(isset($post['wall4'])) {
$post['wall4'] = intval($post['wall4']);
if ($post['wall4'] > 20) $post['wall4']=20;
if ($post['walllevel']==0) $post['walllevel']=$post['wall4'];
}
if(isset($post['wall5'])) {
$post['wall5'] = intval($post['wall5']);
if ($post['wall5'] > 20) $post['wall5']=20;
if ($post['walllevel']==0) $post['walllevel']=$post['wall5'];
}
$post['tribe'] = $target[0];
$_POST['result'] = $this->simulate($post);
$form->valuearray = $post;
}
}
}
}
private function getBattleHero($uid) {
global $database;
$heroarray = $database->getHero($uid);
if (!count($heroarray)) {
return array('heroid'=> 0, 'unit'=>'','atk'=>0,'di'=>0,'dc'=>0,'ob'=>0,'db'=>0,'health'=>0);
}
$herodata = $GLOBALS["h".$heroarray[0]['unit']];
if(!isset($heroarray['health'])) $heroarray['health']=0;
$h_atk = $herodata['atk'] + ($heroarray[0]['attack'] * $herodata['atkp']);
$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
$h_ob = 1 + 0.010 * ($heroarray[0]['attackbonus']/5);
$h_db = 1 + 0.010 * ($heroarray[0]['defencebonus']/5);
return array('heroid'=>(int) $heroarray[0]['heroid'],'unit'=>$heroarray[0]['unit'],'atk'=>$h_atk,'di'=>$h_di,'dc'=>$h_dc,'ob'=>$h_ob,'db'=>$h_db,'health'=>$heroarray['health']);
}
private function getBattleHeroSim($attbonus) {
global $database;
$h_atk =0;
$h_ob = 1 + 0.010 * $attbonus;
return array('unit'=>16,'atk'=>$h_atk,'ob'=>$h_ob);
}
private function simulate($post) {
//set the arrays with attacking and defending units
$attacker = array('u1'=>0,'u2'=>0,'u3'=>0,'u4'=>0,'u5'=>0,'u6'=>0,'u7'=>0,'u8'=>0,'u9'=>0,'u10'=>0,'u11'=>0,'u12'=>0,'u13'=>0,'u14'=>0,'u15'=>0,'u16'=>0,'u17'=>0,'u18'=>0,'u19'=>0,'u20'=>0,'u21'=>0,'u22'=>0,'u23'=>0,'u24'=>0,'u25'=>0,'u26'=>0,'u27'=>0,'u28'=>0,'u29'=>0,'u30'=>0,'u31'=>0,'u32'=>0,'u33'=>0,'u34'=>0,'u35'=>0,'u36'=>0,'u37'=>0,'u38'=>0,'u39'=>0,'u40'=>0,'u41'=>0,'u42'=>0,'u43'=>0,'u44'=>0,'u45'=>0,'u46'=>0,'u47'=>0,'u48'=>0,'u49'=>0,'u50'=>0);
$start = ($post['a1_v']-1)*10+1;
$index = 1;
$offhero=intval($post['h_off_bonus']);
$hero_strenght=intval($post['h_off']);
$deffhero=intval($post['h_def_bonus']);
for($i=$start;$i<=($start+9);$i++) {
$attacker['u'.$i] = $post['a1_'.$index];
if($index <=8) {
${'att_ab'.$index} = $post['f1_'.$index];
}
$index += 1;
}
$defender = array();
$defscout=0;
//fix by ronix
for($i=1;$i<=50;$i++) {
if(isset($post['a2_'.$i]) && $post['a2_'.$i] != "") {
$defender['u'.$i] = $post['a2_'.$i];
$def_ab[$i]=$post['f2_'.$i];
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
$defscout+=$defender['u'.$i];
}
}
else {
$defender['u'.$i] = 0;
$def_ab[$i]=0;
}
}
$deftribe = $post['tribe'];
$wall = 0;
if($post['kata'] == "") {
$post['kata'] = 0;
}
// check scout
$scout = 1;
for($i=$start;$i<=($start+9);$i++) {
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
}else{
if($attacker['u'.$i]>0) {
$scout = 0;
break;
}
}
}
$walllevel=$post['walllevel'];
$wall = $walllevel;
$palast = $post['palast'];
if($scout ==1 && $defscout==0) {
$walllevel = 0;
$wall = 0;
$palast = 0;
}
if($scout ==1) {
$palast = 0; //no def point palace n residence when scout
}
if(!$scout)
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,$offhero,$post['h_off'],$deffhero,0,0,0,0,0);
else
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],1,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0,0,0,0,0);
}
public function getTypeLevel($tid,$vid) {
global $village,$database;
$keyholder = array();
$resourcearray = $database->getResourceLevel($vid);
foreach(array_keys($resourcearray,$tid) as $key) {
if(strpos($key,'t')) {
$key = preg_replace("/[^0-9]/", '', $key);
array_push($keyholder, $key);
}
}
$element = count($keyholder);
if($element >= 2) {
if($tid <= 4) {
$temparray = array();
for($i=0;$i<=$element-1;$i++) {
array_push($temparray,$resourcearray['f'.$keyholder[$i]]);
}
foreach ($temparray as $key => $val) {
if ($val == max($temparray))
$target = $key;
}
}
else {
$target = 0;
for($i=1;$i<=$element-1;$i++) {
if($resourcearray['f'.$keyholder[$i]] > $resourcearray['f'.$keyholder[$target]]) {
$target = $i;
}
}
}
}
else if($element == 1) {
$target = 0;
}
else {
return 0;
}
if($keyholder[$target] != "") {
return $resourcearray['f'.$keyholder[$target]];
}
else {
return 0;
}
}
//1 raid 0 normal
function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$tblevel,$stonemason,$walllevel,$offhero,$hero_strenght,$deffhero,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref,$conqureby, $defReinforcements = null) {
global $bid34,$bid35,$database;
// Define the array, with the units
$calvary = array(4,5,6,15,16,23,24,25,26,45,46);
$catapult = array(8,18,28,48);
$rams = array(7,17,27,47);
$catp = $ram = 0;
// Array to return the result of the calculation back
$result = array();
$involve = 0;
$winner = false;
// at 0 all partial results
$cap = $ap = $dp = $cdp = $rap = $rdp = 0;
$att_artefact = count($database->getOwnUniqueArtefactInfo2($AttackerID,3,3,0));
$att_artefact1 = count($database->getOwnUniqueArtefactInfo2($AttackerWref,3,1,1));
$att_artefact2 = count($database->getOwnUniqueArtefactInfo2($AttackerID,3,2,0));
if($att_artefact > 0){
$attacker_artefact = 10;
}else if($att_artefact1 > 0){
$attacker_artefact = 5;
}else if($att_artefact2 > 0){
$attacker_artefact = 3;
}else{
$attacker_artefact = 1;
}
$def_artefact = count($database->getOwnUniqueArtefactInfo2($DefenderID,3,3,0));
$def_artefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,3,1,1));
$def_artefact2 = count($database->getOwnUniqueArtefactInfo2($DefenderID,3,2,0));
if($def_artefact > 0){
$defender_artefact = 10;
}else if($att_artefact1 > 0){
$defender_artefact = 5;
}else if($def_artefact2 > 0){
$defender_artefact = 3;
}else{
$defender_artefact = 1;
}
if(isset($Attacker['uhero']) && $Attacker['uhero'] != 0){
$atkhero = $this->getBattleHero($AttackerID);
}
if(isset($Defender['hero']) && $Defender['hero'] != 0){
$defenderhero = $this->getBattleHero($DefenderID);
}
//own defender units
if ($type==1) {
$datadefScout=$this->getDataDefScout($Defender,$def_ab,$defender_artefact,$AttackerWref,$AttackerID);
$dp+=$datadefScout['dp'];
$cdp+=$datadefScout['cdp'];
$involve=$datadefScout['involve'];
if ($datadefScout['detect']==1) $detected = 1;
}else{
$datadef=$this->getDataDef($Defender,$def_ab);
$dp+=$datadef['dp'];
$cdp+=$datadef['cdp'];
$involve=$datadef['involve'];
if(isset($Defender['hero']) && $Defender['hero'] != 0){
$units['Def_unit']['hero'] = $Defender['hero'];
$cdp += $defenderhero['dc'];
$dp += $defenderhero['di'];
$dp *= $defenderhero['db'];
$cdp *= $defenderhero['db'];
}
}
$DefendersAll = (!is_null($defReinforcements) ? $database->getEnforceVillage($DefenderWref,0) : $defReinforcements);
if(!empty($DefendersAll) && $DefenderWref>0){
// preload village IDs
$vilIDs = [];
foreach($DefendersAll as $defenders) {
$vilIDs[$defenders['from']] = true;
$vilIDs[$defenders['to']] = true;
}
$vilIDs = array_keys($vilIDs);
$database->getABTech($vilIDs);
foreach($DefendersAll as $defenders) {
for ($i=1;$i<=50;$i++) {$def_ab[$i]=0;}
$fromvillage = $defenders['from'];
$userdataCache[$fromvillage] = $database->getUserArray($database->getVillageField($fromvillage,"owner"), 1);
$enforcetribe = $userdataCache[$fromvillage]["tribe"];
$ud=($enforcetribe-1)*10;
if($defenders['from']>0) { //don't check nature tribe
$armory = $database->getABTech($defenders['from']); // Armory level every village enforcement
$def_ab[$ud+1] = $armory['a1'];
$def_ab[$ud+2] = $armory['a2'];
$def_ab[$ud+3] = $armory['a3'];
$def_ab[$ud+4] = $armory['a4'];
$def_ab[$ud+5] = $armory['a5'];
$def_ab[$ud+6] = $armory['a6'];
$def_ab[$ud+7] = $armory['a7'];
$def_ab[$ud+8] = $armory['a8'];
}
if ($type==1) {
$datadefScout=$this->getDataDefScout($defenders,$def_ab,$defender_artefact,$AttackerWref,$AttackerID);
$dp+=$datadefScout['dp'];
$cdp+=$datadefScout['cdp'];
$involve=$datadefScout['involve'];
if ($datadefScout['detect']==1) $detected = 1;
}else{
$datadef=$this->getDataDef($defenders,$def_ab);
$dp+=$datadef['dp'];
$cdp+=$datadef['cdp'];
$involve=$datadef['involve'];
}
$reinfowner = $database->getVillageField($fromvillage,"owner");
$defhero = $this->getBattleHero($reinfowner);
//calculate def hero from enforcement
if($defenders['hero'] != 0){
//$cdp += $defhero['dc'];
//$dp += $defhero['di'];
$dp *= $defhero['db'];
$cdp *= $defhero['db'];
}
}
}
// Calculate the total number of points Attacker
$start = ($att_tribe-1)*10+1;
$end = ($att_tribe*10);
if($att_tribe == 3){
$abcount = 3;
}else{
$abcount = 4;
}
if($type == 1) {//scout
for($i=$start;$i<=$end;$i++) {
global ${'u'.$i};
$j = $i-$start+1;
if($Attacker['u'.$i]>0 && ($i == 4 || $i == 14 || $i == 23 || $i == 44)){
if(${'att_ab'.$abcount} > 0) {
$ap += (35 + (35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.00697, ${'att_ab'.$abcount}) - 1)) * $Attacker['u'.$i];// ^ ($Attacker['u'.$i]/100);
}else{
$ap += $Attacker['u'.$i]*35;
}
}
$involve += $Attacker['u'.$i];
$units['Att_unit'][$i] = $Attacker['u'.$i];
}
$att_foolartefact = $database->getFoolArtefactInfo(3,$AttackerWref,$AttackerID);
if(count($att_foolartefact) > 0){
foreach($att_foolartefact as $arte){
if($arte['bad_effect'] == 1){
$ap *= $arte['effect2'];
}else{
$ap /= $arte['effect2'];
$ap = round($ap);
}
}
}
}else{ //type=3 normal 4=raid
$abcount = 1;
for($i=$start;$i<=$end;$i++) {
global ${'u'.$i};
$j = $i-$start+1;
if($abcount <= 8 && ${'att_ab'.$abcount} > 0) {
if(in_array($i,$calvary)) {
$cap += (int) (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1)) * (int) $Attacker['u'.$i];
}else{
$ap += (int) (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1)) * (int) $Attacker['u'.$i];
}
}else{
if(in_array($i,$calvary)) {
$cap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
}else{
$ap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
}
}
$abcount +=1;
// Points catapult the attacker
if(in_array($i,$catapult)) {
$catp += (int) $Attacker['u'.$i];
}
// Points of the Rams attacker
if(in_array($i,$rams)){
$ram += (int) $Attacker['u'.$i];
}
$involve += (int) $Attacker['u'.$i];
$units['Att_unit'][$i] = (int) $Attacker['u'.$i];
}
if (isset($Attacker['uhero']) && $Attacker['uhero'] != 0){
$units['Att_unit']['hero'] = $Attacker['uhero'];
$ap *= $atkhero['ob'];
$cap *= $atkhero['ob'];
$ap += $atkhero['atk'];
}
if ($offhero!=0 || $hero_strenght!=0) {
$atkhero=$this->getBattleHeroSim($offhero);
$ap *= $atkhero['ob'];
$cap *= $atkhero['ob'];
$ap += $hero_strenght;
}
if ($deffhero!=0) {
$dfdhero=$this->getBattleHeroSim($deffhero);
$dp *= $dfdhero['ob'];
$cdp *= $dfdhero['ob'];
}
}
// Formula for calculating the bonus defensive wall and Residence
if($def_wall > 0) {
// Set the factor calculation for the "wall" as the type of the civilization
// Factor = 1030 Wall Roman
// Factor = 1020 Wall Teuton
// Factor = 1025 Wall Goul
$factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
// Defense infantry = Infantry * Wall (%)
// Defense calvary calvary = * Wall (%)
if ($dp>0 || $cdp >0) {
if($type==1) {
$dp *= pow($factor,$def_wall);
$dp1 = 10 * pow($factor,$def_wall) * $def_wall;
$dp +=$dp1;
}else{
$dp *= pow($factor,$def_wall);
$cdp *= pow($factor,$def_wall);
// Calculation of the Basic defense bonus "Residence"
$dp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
$cdp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
}
} else {
$dp = 10 * pow($factor,$def_wall) * $def_wall;
// Defense calvary calvary = * Wall (%)
$cdp = 10 * pow($factor,$def_wall) * $def_wall;
if($type!=1) {
// Calculation of the Basic defense bonus "Residence"
$dp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
$cdp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
}else $cdp=0;
}
}elseif($type!=1) {
// Calculation of the Basic defense bonus "Residence"
$dp += (2*(pow($residence,2)));
$cdp += (2*(pow($residence,2)));
}
// Formula for calculating points attackers (Infantry & Cavalry)
if($AttackerWref != 0){
$rap = ($ap+$cap)+(($ap+$cap)/100*(isset($bid35[$this->getTypeLevel(35,$AttackerWref)]) ? $bid35[$this->getTypeLevel(35,$AttackerWref)]['attri'] : 0));
}else{
$rap = $ap+$cap;
}
// Formula for calculating Defensive Points
if ($rap==0)
$rdp = ($dp) + ($cdp) + 10;
else
$rdp = ($dp * ($ap/$rap)) + ($cdp * ($cap/$rap)) + 10;
// The Winner is....:
$result['Attack_points'] = $rap;
$result['Defend_points'] = $rdp;
$winner = ($rap > $rdp);
// Formula for calculating the Moral
if($attpop > $defpop) {
if ($rap < $rdp) {
$moralbonus = min(1.5, pow(($defpop > 0 ? $attpop / $defpop : 0), (0.2*($rap/$rdp))));
}else{
if($defpop==0){
$moralbonus = min(1.5, pow($attpop, 0.2));
}else{
$moralbonus = min(1.5, pow(($defpop > 0 ? $attpop / $defpop : 0), 0.2));
}
}
}else{
$moralbonus = 1.0;
}
if($involve >= 1000) {
$Mfactor = round(2*(1.8592-pow($involve,0.015)),4);
}else{
$Mfactor = 1.5;
}
if ($Mfactor < 1.25778){$Mfactor=1.25778;}elseif ($Mfactor > 1.5){$Mfactor=1.5;}
// Formula for calculating lost drives
// $type = 1 scout, 2?
// $type = 3 Normal, 4 Raid
if($type == 1){
$holder = pow((($rdp*$moralbonus)/$rap),$Mfactor);
if($holder>1) $holder=1;
if ($rdp>$rap) $holder=1;
// Attacker
$result[1] = $holder;
if ($att_tribe==5) $result[1] = 0; //Birds of Prey cannot die when scout
// Defender
$result[2] = 0;
}else if($type == 2){
}else if($type == 4) {
$holder = ($winner) ? pow((($rdp*$moralbonus)/$rap),$Mfactor) : pow(($rap/($rdp*$moralbonus)),$Mfactor);
$holder = $holder / (1 + $holder);
// Attacker
$result[1] = $winner ? $holder : 1 - $holder;
// Defender
$result[2] = $winner ? 1 - $holder : $holder;
$ram -= round($ram*$result[1]/100);
$catp -= round($catp*$result[1]/100);
}else if($type == 3){
// Attacker
$result[1] = ($winner)? round(pow((($rdp*$moralbonus)/$rap),$Mfactor),8) : 1;
if ($result[1]>1) {$result[1]=1;$winner=false;$result['Winner'] = "defender";}
// Defender
$result[2] = (!$winner)? round(pow(($rap/($rdp*$moralbonus)),$Mfactor),8) : 1;
if ($result[1]==1) {$result[2]=round(pow(($rap/($rdp*$moralbonus)),$Mfactor),8);}
if ($result[2]>1) {$result[2]=1;$result['Winner'] = "attacker";$winner=true;}
// If attacked with "Hero"
$ku = ($att_tribe-1)*10+9;
$kings = (int) $Attacker['u'.$ku];
$aviables= $kings-round($kings * (int) $result[1]);
if ($aviables>0){
switch($aviables){
case 1:$fealthy = rand(20,30);break;
case 2:$fealthy = rand(40,60);break;
case 3:$fealthy = rand(60,80);break;
case 4:$fealthy = rand(80,100);break;
default:$fealthy = 100;break;
}
$result['hero_fealthy'] = $fealthy;
}
$ram -= ($winner)? round($ram*$result[1]/100) : round($ram*$result[2]/100);
$catp -= ($winner)? round($catp*$result[1]/100) : round($catp*$result[2]/100);
}
// Formula for the calculation of catapults needed
if($catp > 0 && $tblevel != 0) {
$wctp = pow(($rap/$rdp),1.5);
$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
$wctp *= $catp+($att_ab8/1.5);
$artowner = $database->getVillageField( $DefenderWref, "owner" );
$bartefact = count($database->getOwnUniqueArtefactInfo2($artowner,1,3,0));
$bartefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,1,1,1));
$bartefact2 = count($database->getOwnUniqueArtefactInfo2($artowner,1,2,0));
if($bartefact > 0){
$strongerbuildings = 5;
}elseif($bartefact1 > 0){
$strongerbuildings = 4;
}elseif($bartefact2 > 0){
$strongerbuildings = 3;
}else{
$strongerbuildings = 1;
}
$good_effect = $bad_effect = 1;
$foolartefact = $database->getFoolArtefactInfo(3,$DefenderWref,$artowner);
if(count($foolartefact) > 0){
foreach($foolartefact as $arte){
if($arte['bad_effect'] == 1){
$bad_effect = $arte['effect2'];
}else{
$good_effect = $arte['effect2'];
}
}
}
if($stonemason==0){
$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab8))/200) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
}else{
$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab8))/200) / ($bid34[$stonemason]['attri']/100) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
}
// Number catapults to take down the building
$result[3] = $need;
//Number catapults nego
$result[4] = $wctp;
$result[5] = $moralbonus;
$result[9] = $att_ab8;
$result[10]=$strongerbuildings / $good_effect * $bad_effect;
}
if($ram > 0 && $walllevel != 0) {
$wctp = pow(($rap/$rdp),1.5);
$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
$wctp *= ($ram/2) + ($att_ab7/1.5);
$artowner = $database->getVillageField( $DefenderWref, "owner" );
$bartefact = count($database->getOwnUniqueArtefactInfo2($artowner,1,3,0));
$bartefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,1,1,1));
$bartefact2 = count($database->getOwnUniqueArtefactInfo2($artowner,1,2,0));
if($bartefact > 0){
$strongerbuildings = 5;
}else if($bartefact1 > 0){
$strongerbuildings = 4;
}else if($bartefact2 > 0){
$strongerbuildings = 3;
}else{
$strongerbuildings = 1;
}
$good_effect = $bad_effect = 1;
$foolartefact = $database->getFoolArtefactInfo(3,$DefenderWref,$artowner);
if(count($foolartefact) > 0){
foreach($foolartefact as $arte){
if($arte['bad_effect'] == 1){
$bad_effect = $arte['effect2'];
}else{
$good_effect = $arte['effect2'];
}
}
}
if($stonemason==0){
$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab7))/200) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
}else{
$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab7))/200) / ($bid34[$stonemason]['attri']/100) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
}
// Number catapults to take down the building
$result[7] = $need;
// Number catapults to action
$result[8] = $wctp;
}
$result[6] = pow($rap/$rdp*$moralbonus,$Mfactor);
$total_att_units = count($units['Att_unit']);
$start = intval(($att_tribe-1)*10+1);
$end = intval(($att_tribe*10));
for($i=$start;$i <= $end;$i++){
$y = $i-(($att_tribe-1)*10);
$result['casualties_attacker'][$y] = round($result[1]*$units['Att_unit'][$i]);
}
if (isset($units['Att_unit']['hero']) && $units['Att_unit']['hero'] >0){
$_result=mysqli_query($GLOBALS['link'],"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $atkhero['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id=(int) $fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[1]);
if ($hero_health<=$damage_health or $damage_health>90){
//hero die
$result['casualties_attacker']['11'] = 1;
mysqli_query($GLOBALS['link'],"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
}else{
mysqli_query($GLOBALS['link'],"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
if (isset($units['Def_unit']['hero']) && $units['Def_unit']['hero'] >0){
$_result=mysqli_query($GLOBALS['link'],"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $defenderhero['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id=(int) $fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[2]);
if ($hero_health<=$damage_health or $damage_health>90){
//hero die
$result['deadherodef'] = 1;
mysqli_query($GLOBALS['link'],"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
}else{
$result['deadherodef'] = 0;
mysqli_query($GLOBALS['link'],"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
if(!empty($DefendersAll)){
$battleHeroesCache = [];
foreach($DefendersAll as $defenders) {
if($defenders['hero']>0) {
if(!empty($heroarray)) { reset($heroarray); }
$battleHeroesCache[$defenders['from']] = $this->getBattleHero($database->getVillageField($defenders['from'],"owner"));
$heroarraydefender = $battleHeroesCache[$defenders['from']];
$_result=mysqli_query($GLOBALS['link'],"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $heroarraydefender['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id=(int) $fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[2]);
if ($hero_health<=$damage_health or $damage_health>90){
//hero die
$result['deadheroref'][$defenders['id']] = 1;
mysqli_query($GLOBALS['link'],"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
}else{
$result['deadheroref'][$defenders['id']] = 0;
mysqli_query($GLOBALS['link'],"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
// Work out bounty
$start = ($att_tribe-1)*10+1;
$end = ($att_tribe*10);
$max_bounty = 0;
for($i=$start;$i<=$end;$i++) {
$j = $i-$start+1;
$y = $i-(($att_tribe-1)*10);
$max_bounty += ((int) $Attacker['u'.$i] - (int) $result['casualties_attacker'][$y]) * (int) ${'u'.$i}['cap'];
}
$result['bounty'] = $max_bounty;
return $result;
}
public function getDataDefScout($defenders,$def_ab,$defender_artefact,$AttackerWref,$AttackerID) {
global $database;
$abcount=1;
$invol=0;
$dp=0;
$cdp=0;
$detected=0;
for($y=4;$y<=54;$y++) {
if($y == 4 || $y == 14 || $y == 23 || $y == 44){
global ${'u'.$y};
if($defenders['u'.$y]>0 && $def_ab[$y] > 0) {
$dp += (20 + (20 + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.00696, $def_ab[$y]) - 1)) * $defenders['u'.$y] * $defender_artefact;
$def_foolartefact = $database->getFoolArtefactInfo(3,$AttackerWref,$AttackerID);
if(count($def_foolartefact) > 0){
foreach($def_foolartefact as $arte){
if($arte['bad_effect'] == 1){
$dp *= $arte['effect2'];
}else{
$dp /= $arte['effect2'];
$dp = round($dp);
}
}
}
}else {
if($defenders['u'.$y]>0) {
$dp += $defenders['u'.$y]* 20 * $defender_artefact;
}
$units['Def_unit'][$y] = $defenders['u'.$y];
if($units['Def_unit'][$y] > 0){
$detected = 1;
}
}
$invol += $defenders['u'.$y]; //total troops
$units['Def_unit'][$y] = $defenders['u'.$y];
}
}
$datadef['dp']=$dp;
$datadef['cdp']=$cdp;
$datadef['detect']=($detected==1)? 1:0;
$datadef['involve']=$invol;
return $datadef;
}
public function getDataDef($defenders,$def_ab) {
$dp=0;
$cdp=0;
$invol=0;
for($y=1;$y<=50;$y++) {
global ${'u'.$y};
if ($defenders['u'.$y]>0) {
if (!isset($def_ab[$y])) {
$def_ab[$y] = 0;
}
if ($def_ab[$y]>0) {
$dp += (${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$y]) - 1)) * $defenders['u'.$y];
$cdp += (${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$y]) - 1)) * $defenders['u'.$y];
}else{
$dp += $defenders['u'.$y]*${'u'.$y}['di'];
$cdp += $defenders['u'.$y]*${'u'.$y}['dc'];
}
}
$invol += $defenders['u'.$y]; //total troops
$units['Def_unit'][$y] = $defenders['u'.$y];
}
$datadef['dp']=$dp;
$datadef['cdp']=$cdp;
$datadef['involve']=$invol;
return $datadef;
}
};
$battle = new Battle;
?>