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TravianZ/var/db/datagen-oasis-troops-regen.sql
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2025-12-19 23:53:06 +01:00

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SQL

-- ----------------------------------------------------------------------------------------
-- oasis regeneration script
-- used during installation, server reset, oasis reset & automation (nature repopulation)
--
-- original author: martinambrus
-- revised and improved: haki99
-- ----------------------------------------------------------------------------------------
-- Nature regeneration time.
--
-- type: int
-- description: when > -1, used to update the last oasis reset time (Automation nature regeneration)
-- when == -1, used to reset oasis data into original state (conquered > unoccupied)
SET @natureRegTime = %NATURE_REG_TIME%;
-- A temporary table with oasis village ID(s).
-- Used instead of variable so we can work with it as with array.
-- The only other option would be to repeat IDs replacements below
-- or define them once in a string and use FIND_IN_SET() for lookups,
-- which is TERRIBLE, performance-wise (since it doesn't use indexes).
CREATE TEMPORARY TABLE %PREFIX%oids (id INT NOT NULL, PRIMARY KEY (id));
INSERT INTO %PREFIX%oids VALUES %VILLAGEID%;
-- Equivalent to "VILLAGEID === -1" (in PHP). Determines whether we have
-- any single oasis to actually update (mode = conquered > unocupied)
-- or we're updating 1 or more specific oasis (mode = install, server reset, Automation's nature regen).
SET @noVillage = ((SELECT id FROM %PREFIX%oids LIMIT 1) = -1);
-- Get the number of players
SELECT COUNT(*) INTO @playerCount FROM %PREFIX%users WHERE id > 6;
-- Calculate average progression for all real players (owner > 6) from culture points (CP) and population of villages (pop)
SELECT IFNULL(AVG(pop + cp), 0) INTO @avgPlayerProgress FROM %PREFIX%vdata WHERE owner > 6;
-- ----------------------------------------------------------------
-- Calculate growth factor based on player progression
-- Scale between 0.3 and 3.0
-- ----------------------------------------------------------------
SET @growthFactor = LEAST(3.0, GREATEST(0.3, @avgPlayerProgress / 1000));
-- faster access to first oasis ID, so we don't need to reselect all the time below
SET @firstVillage = (SELECT id FROM %PREFIX%oids LIMIT 1);
-- minimum and maximum number of units for oasis with "high" field set to 0
SET @minUnitsForOasis0 = GREATEST(5, FLOOR(5 * @growthFactor));
SET @maxUnitsForOasis0 = LEAST(FLOOR(@minUnitsForOasis0 + 5 + (@playerCount * 1.5) * @growthFactor), 30);
-- minimum and maximum number of units for oasis with "high" field set to 1
SET @minUnitsForOasis1 = GREATEST(10, FLOOR(10 * @growthFactor));
SET @maxUnitsForOasis1 = LEAST(FLOOR(@minUnitsForOasis1 + 10 + (@playerCount * 2) * @growthFactor), 60);
-- minimum and maximum number of units for oasis with "high" field set to 2
SET @minUnitsForOasis2 = GREATEST(20, FLOOR(20 * @growthFactor));
SET @maxUnitsForOasis2 = LEAST(FLOOR(@minUnitsForOasis2 + 15 + (@playerCount * 3) * @growthFactor), 90);
-- Setting a maximum for every type of Oasis so large servers won't turn oasis into fortresses
SET @maxUnitsForOasis0 = LEAST(@maxUnitsForOasis0, 30);
SET @maxUnitsForOasis1 = LEAST(@maxUnitsForOasis1, 60);
SET @maxUnitsForOasis2 = LEAST(@maxUnitsForOasis2, 90);
-- ----------------------------------------
-- reset oasis data (conquered > unoccupied)
-- ------------------------------------------
UPDATE %PREFIX%odata
SET
conqured = 0,
wood = 800,
iron = 800,
clay = 800,
maxstore = 800,
crop = 800,
maxcrop = 800,
lastupdated = UNIX_TIMESTAMP(),
lastupdated2 = UNIX_TIMESTAMP(),
loyalty=100,
owner=2,
name='Unoccupied Oasis'
WHERE
@natureRegTime = -1
AND
conqured = @firstVillage;
-- ---------------------------------------------
-- remove past reports (conquered > unoccupied)
-- ---------------------------------------------
DELETE FROM %PREFIX%ndata
WHERE
@natureRegTime = -1
AND
toWref = @firstVillage;
-- ----------------------------------------------------------------
-- update next regeneration time (Automation, nature regeneration)
-- ----------------------------------------------------------------
UPDATE
%PREFIX%odata
SET
lastupdated2 = UNIX_TIMESTAMP() + @natureRegTime
WHERE
@natureRegTime > -1
AND
wref IN ( SELECT id FROM %PREFIX%oids );
-- -----------------------------------------------------------------------
-- update number of units depending on the oasis type --
-- the more lucrative the oasis is, the better defense will it get :-P --
-- -----------------------------------------------------------------------
-- +25% lumber oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u.u35 = LEAST(
u.u35 + FLOOR((5 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END
),
u.u36 = LEAST(
u.u36 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END
),
u.u37 = LEAST(
u.u37 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END
)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype IN (1,2)))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +25% lumber and +25% crop oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u35 = LEAST(u35 + FLOOR((5 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u36 = LEAST(u36 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u37 = LEAST(u37 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u38 = LEAST(u38 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u40 = LEAST(u40 + FLOOR((0 + RAND() * 3) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype = 3))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +25% clay oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u31 = LEAST(u31 + FLOOR((10 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u32 = LEAST(u32 + FLOOR((5 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u35 = LEAST(u35 + FLOOR((0 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype IN (4,5)))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +25% clay and +25% crop oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u31 = LEAST(u31 + FLOOR((15 + RAND() * 20) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u32 = LEAST(u32 + FLOOR((10 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u35 = LEAST(u35 + FLOOR((0 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u40 = LEAST(u40 + FLOOR((0 + RAND() * 3) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype = 6))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +25% iron oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u31 = LEAST(u31 + FLOOR((10 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u32 = LEAST(u32 + FLOOR((5 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u34 = LEAST(u34 + FLOOR((0 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype IN (7,8)))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +25% iron and +25% crop oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u31 = LEAST(u31 + FLOOR((15 + RAND() * 20) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u32 = LEAST(u32 + FLOOR((10 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u34 = LEAST(u34 + FLOOR((0 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u39 = LEAST(u39 + FLOOR((0 + RAND() * 3) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype = 9))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +25% crop oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u31 = LEAST(u31 + FLOOR((5 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u33 = LEAST(u33 + FLOOR((5 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u37 = LEAST(u37 + FLOOR((0 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u38 = LEAST(u38 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u39 = LEAST(u39 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype IN (10,11)))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);
-- +50% crop oasis
UPDATE %PREFIX%units u
JOIN %PREFIX%odata o ON u.vref = o.wref
SET
u31 = LEAST(u31 + FLOOR((10 + RAND() * 15) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u33 = LEAST(u33 + FLOOR((5 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u37 = LEAST(u37 + FLOOR((0 + RAND() * 10) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u38 = LEAST(u38 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u39 = LEAST(u39 + FLOOR((0 + RAND() * 5) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END),
u40 = LEAST(u40 + FLOOR((0 + RAND() * 3) * @growthFactor),
CASE o.high
WHEN 0 THEN FLOOR(@minUnitsForOasis0 + RAND() * (@maxUnitsForOasis0 - @minUnitsForOasis0))
WHEN 1 THEN FLOOR(@minUnitsForOasis1 + RAND() * (@maxUnitsForOasis1 - @minUnitsForOasis1))
WHEN 2 THEN FLOOR(@minUnitsForOasis2 + RAND() * (@maxUnitsForOasis2 - @minUnitsForOasis2))
END)
WHERE
(
(@firstVillage = -1 AND u.vref IN (SELECT id FROM %PREFIX%wdata WHERE oasistype = 12))
OR
(@firstVillage > -1 AND u.vref IN (SELECT id FROM %PREFIX%oids))
);