Files
TravianZ/GameEngine/Battle.php
T
2013-11-15 12:37:30 +02:00

1140 lines
51 KiB
PHP

<?php
#################################################################################
## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
## --------------------------------------------------------------------------- ##
## Project: TravianZ ##
## Version: 01.09.2013 ##
## Filename Battle.php ##
## Developed by: Mr.php , Advocaite , brainiacX , yi12345 , Shadow ##
## Fixed by: Shadow - Doubleing Troops , STARVATION , HERO FIXED COMPL. ##
## License: TravianZ Project ##
## Copyright: TravianZ (c) 2010-2013. All rights reserved. ##
## URLs: http://travian.shadowss.ro ##
## Source code: http://github.com/Shadowss/TravianZ-by-Shadow/ ##
## ##
#################################################################################
class Battle {
public function procSim($post) {
global $form;
// Receive the form and process
if(isset($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'] = $target;
if (intval($_POST['h_off_bonus'])>20) $post['h_off_bonus']=20;
if(isset($post['a1_1'])) {
$sum = $sum2 = 0;
for($i=1;$i<=10;$i++) {
$sum += $post['a1_'.$i];
}
if($sum > 0) {
if($post['palast'] == "") {
$post['palast'] = 0;
}
if(isset($post['wall1']) && $post['wall1'] == "") {
$post['wall1'] = 0;
}
if(isset($post['wall2']) && $post['wall2'] == "") {
$post['wall2'] = 0;
}
if(isset($post['wall3']) && $post['wall3'] == "") {
$post['wall3'] = 0;
}if(isset($post['wall4']) && $post['wall4'] == "") {
$post['wall4'] = 0;
}if(isset($post['wall5']) && $post['wall5'] == "") {
$post['wall5'] = 0;
}
$post['tribe'] = $target[0];
$_POST['result'] = $this->simulate($post);
$form->valuearray = $post;
}
}
}
}
private function getBattleHero($uid) {
global $database;
$heroarray = $database->getHero($uid);
$herodata = $GLOBALS["h".$heroarray[0]['unit']];
$h_atk = $herodata['atk'] + 5 * floor($heroarray[0]['attack'] * $herodata['atkp'] / 5);
$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 + 0.002 * $heroarray[0]['attackbonus'];
$h_db = 1 + 0.002 * $heroarray[0]['defencebonus'];
return array('heroid'=>$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) {
//fix by ronix
//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']);
for($i=$start;$i<=($start+9);$i++) {
$attacker['u'.$i] = $post['a1_'.$index];
if($index <=8) {
${att_ab.$index} = $post['f1_'.$index];
}
$index += 1;
}
$defender = array();
for($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];
}
else {
$defender['u'.$i] = 0;
$def_ab[$i]=0;
}
}
$deftribe = $post['tribe']; //not valid if multi def
$wall = 0;
if($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) {
$scout = 0;
break;
}
}
}
if($post['wall1'] != 0){
$walllevel = $post['wall1'];
}else if($post['wall2'] != 0){
$walllevel = $post['wall2'];
}else if($post['wall3'] != 0){
$walllevel = $post['wall3'];
}else if($post['wall4'] != 0){
$walllevel = $post['wall4'];
}else if($post['wall5'] != 0){
$walllevel = $post['wall5'];
}else{
$walllevel = 0;
}
if($walllevel > 20){
$walllevel = 0;
}
$wall = $walllevel;
if(!$scout)
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$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,0,0,0,0);
else
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$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'],$walllevel,0,0,0,0,0);
}
public function getTypeLevel($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,$offhero,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref) {
global $bid34,$bid35,$database;
//fix by ronix
// 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{
$defender_artefact = 1;
}
if($Attacker['uhero'] != 0)
{
$atkhero = $this->getBattleHero($AttackerID);
}
if($Defender['hero'] != 0)
{
$defenderhero = $this->getBattleHero($DefenderID);
}
//own defender units
if ($type==1) {
$datadefScout=$this->getDataDefScout($Defender,$def_ab,$defender_artefact);
$dp+=$datadefScout['dp'];
$cdp+=$datadefScout['cdp'];
$involve=$datadef['involve'];
if ($datadefScout['detect']==1) $detected = 1;
}else{
$datadef=$this->getDataDef($Defender,$def_ab);
$dp+=$datadef['dp'];
$cdp+=$datadef['cdp'];
$involve=$datadef['involve'];
if($Defender['hero'] != 0){
$units['Def_unit']['hero'] = $Defender['hero'];
$cdp += $defenderhero['dc'];
$dp += $defenderhero['di'];
$dp = $dp * $defenderhero['db'];
$cdp = $cdp * $defenderhero['db'];
}
}
//get every enforcement in defender village
$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
// Calculates the total points of the Defender
if(!empty($DefendersAll)){
foreach($DefendersAll as $defenders) {
for ($i=1;$i<=50;$i++) {$def_ab[$i]=0;}
$fromvillage = $defenders['from'];
$enforcetribe = $database->getUserField($database->getVillageField($fromvillage,"owner"),"tribe",0);
$ud=($enforcetribe-1)*10;
if($defenders['from']>1) { //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);
$dp+=$datadefScout['dp'];
$cdp+=$datadefScout['cdp'];
$involve=$datadef['involve'];
if ($datadefScout['detect']==1) $detected = 1;
}else{
$datadef=$this->getDataDef($defenders,$def_ab);
$dp+=$datadef['dp'];
$cdp+=$datade['cdp'];
$involve=$datadef['involve'];
}
$reinfowner = $database->getVillageField($fromvillage,"owner");
$defhero[$fromvillage] = $this->getBattleHero($reinfowner);
}
}
// 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($abcount <= 8 && ${att_ab.$abcount} > 0) {
if(in_array($i,$calvary)) {
$cap += (35 + (35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
}
else {
$ap += (35 + (35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$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 {
if(in_array($i,$calvary)) {
$cap += $Attacker['u'.$i]*33;
}
else {
$ap += $Attacker['u'.$i]*30.7;
}
}
$abcount +=1;
$involve += $Attacker['u'.$i];
$units['Att_unit'][$i] = $Attacker['u'.$i];
}
if ($Attacker['uhero'] != 0){
$ap += $atkhero['atk'] * 35;
$ap = $ap * $atkhero['ob'];
}
}
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)) {
$cap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
}
else {
$ap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
}
}
else {
if(in_array($i,$calvary)) {
$cap += $Attacker['u'.$i]*${'u'.$i}['atk'];
}
else {
$ap += $Attacker['u'.$i]*${'u'.$i}['atk'];
}
}
$abcount +=1;
// Points catapult the attacker
if(in_array($i,$catapult)) {
$catp += $Attacker['u'.$i];
}
// Points of the Rams attacker
if(in_array($i,$rams))
{
$ram += $Attacker['u'.$i];
}
$involve += $Attacker['u'.$i];
$units['Att_unit'][$i] = $Attacker['u'.$i];
}
if ($Attacker['uhero'] != 0)
{
$units['Att_unit']['hero'] = $Attacker['uhero'];
$ap = $ap * $atkhero['ob'];
$cap = $cap * $atkhero['ob'];
}
if ($offhero!=0) {
$atkhero=$this->getBattleHeroSim($offhero);
$ap = $ap * $atkhero['ob'];
$cap = $cap * $atkhero['ob'];
}
}
// Formula for calculating the bonus defensive wall and Residence
if($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 : (($def_tribe == 2)? 1.020 : 1.025);
// Defense infantry = Infantry * Wall (%)
if ($dp>0 || $cdp >0) { //fix by ronix
$dp *= pow($factor,$def_wall);
// Defense calvary calvary = * 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);
// Defense calvary calvary = * Wall (%)
$cdp = 10*pow($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
{
// 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+$cap)/100*$bid35[$this->getTypeLevel(35,$AttackerWref)]['attri']);
}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);
$result['Winner'] = ($winner)? "attacker" : "defender";
// Formula for calculating the Moral
if($attpop > $defpop) {
if ($rap < $rdp) {
$moralbonus = min(1.5, pow($attpop / $defpop, (0.2*($rap/$rdp))));
}
else {
if($defpop==0){
$moralbonus = min(1.5, pow($attpop, 0.2));
}else{
$moralbonus = min(1.5, pow($attpop / $defpop, 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);
$holder = $holder / (1 + $holder);
// Attacker
$result[1] = $holder;
// 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 = $Attacker['u'.$ku];
$aviables= $kings-round($kings*$result[1]);
if ($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){
$strongerbuildings = 5;
}else if($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($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[6] = $att_ab['a8'];
}
if($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'][$i]);
}
if ($units['Att_unit']['hero']>0)
{
$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$atkhero['heroid']."'");
$fdb = mysql_fetch_array($_result);
$hero_id=$fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[1]);
if ($hero_health<=$damage_health or $damage_health>90)
{
//hero die
$result['casualties_attacker']['11'] = 1;
mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
mysql_query("update " . TB_PREFIX . "hero set `health`='0' where `heroid`='".$hero_id."'");
}
else
{
mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
if ($units['Def_unit']['hero']>0)
{
$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$defenderhero['heroid']."'");
$fdb = mysql_fetch_array($_result);
$hero_id=$fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[2]);
if ($hero_health<=$damage_health or $damage_health>90)
{
//hero die
$result['deadherodef'] = 1;
mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
mysql_query("update " . TB_PREFIX . "hero set `health`='0' where `heroid`='".$hero_id."'");
}
else
{
$result['deadherodef'] = 0;
mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
}
}
unset($_result,$fdb,$hero_id,$hero_health,$damage_health);
$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
if(!empty($DefendersAll)){
foreach($DefendersAll as $defenders) {
if($defenders['hero']>0) {
if(!empty($heroarray)) { reset($heroarray); }
$Reinforcer = $database->getVillageField($defenders['from'],"owner");
$heroarraydefender = $this->getBattleHero($Reinforcer);
$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$heroarraydefender['heroid']."'");
$fdb = mysql_fetch_array($_result);
$hero_id=$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;
mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
mysql_query("update " . TB_PREFIX . "hero set `health`='0' where `heroid`='".$hero_id."'");
}
else
{
$result['deadheroref'][$defenders['id']] = 0;
mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$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);
$max_bounty += ($Attacker['u'.$i]-$result['casualties_attacker'][$y])*${'u'.$i}['cap'];
}
$result['bounty'] = $max_bounty;
return $result;
}
public function getDataDefScout($defenders,$def_ab,$defender_artefact) {
global $database;
//fix by ronix
for($y=4;$y<=44;$y++) {
if($y == 4 || $y == 14 || $y == 23 || $y == 44){
global ${'u'.$y};
if($defenders['u'.$y]>0 && $def_ab[$y] > 0) {
$dp += (${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$y]) - 1)) * $defenders['u'.$y] * $defender_artefact;;
$cdp += (${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$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 {
$dp += $defenders['u'.$y]*${'u'.$y}['di'];
$cdp += $defenders['u'.$y]*${'u'.$y}['dc'];
$units['Def_unit'][$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,$def_ab) {
//fix by ronix
for($y=1;$y<=50;$y++) {
global ${'u'.$y};
if ($defenders['u'.$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 $datadef;
}
public function resolveConflict($data) {
global $database,$units,$unitsbytype;
$UnitChief = $UnitRam = $UnitCatapult = 0;
$attacker_count = $attack_infantry = $attack_cavalry = $attack_scout = $rams = $catapults = 0;
$defender_count = $defense_infantry = $defense_cavalry = $defense_scout = $defense_heros = 0;
$DefenderFieldsArray = $ResourceImprovementArray = $TrapperArray = array();
$FieldPalRes = $BonusPalRes = $BonusStoneMason = $BonusArtefactDurability = 0;
$ExperienceAttacker = $ExperienceDefender = 0;
$RecountReqd = $AllDefendersDead = False;
$AttackArrivalTime = $data['endtime'];
$AttackerData = $database->getVillageBattleData($data['from']);
$AttackerData['pop'] = $database->getPopulation($AttackerData['id']);
$Blacksmith = $database->getABTech($data['from']);
for($i=1;$i<=11;$i++) { $attacker_count += $data['t'.$i]; }
if($data['type'] != 1) {
// Trap attacking troops if this is not a scouting mission
}
for($i=1;$i<=10;$i++) {
if($data['t'.$i] > 0) {
$unit = ($AttackerData['tribe']-1)*10+$i;
$unitdata = $GLOBALS['u'.$unit];
if(in_array($unit,$unitsbytype['cavalry'])) {
$attack_cavalry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
} else {
$attack_infantry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
}
if(in_array($unit,$unitsbytype['scout'])) {
$attack_scout = $data['t'.$i] * 35 * pow(1.021,$Blacksmith['b'.$i]);
}
if(in_array($unit,$unitsbytype['chief'])) { $UnitChief = $i; }
if(in_array($unit,$unitsbytype['ram'])) { $UnitRam = $i; }
if(in_array($unit,$unitsbytype['catapult'])) { $UnitCatapult = $i; }
}
}
if($data['t11'] == 1 && $data['type'] != 1) {
$heroarrayAttacker = $this->getBattleHero($AttackerData['id']);
if(in_array($heroarrayAttacker['unit'],$unitsbytype['cavalry'])) {
$attack_cavalry += $heroarrayAttacker['atk'];
} else {
$attack_infantry += $heroarrayAttacker['atk'];
}
$attack_infantry *= $heroarrayAttacker['ob'];
$attack_cavalry *= $heroarrayAttacker['ob'];
}
$attack_total = $attack_infantry + $attack_cavalry;
if($attacker_count == 1 && $attack_total < 83 && $data['type'] != 1) {
// kill the single non-scout low level attacker due to basic village defense
}
if ($database->isVillageOases($id) == 0) {
$DefenderData = $database->getVillageBattleData($data['to']);
$DefenderData['pop'] = $database->getPopulation($DefenderData['id']);
$IsOasis = False;
} else {
$OasisData = $database->getOMInfo($data['to']);
$IsOasis = True;
if($OasisData['conqured'] == 0) {
$DefenderData['pop'] = 500;
} else {
$DefenderData['pop'] = $database->getPopulation($OasisData['conqured']);
}
$DefenderData['tribe'] = 4;
$DefenderData['wall'] = 0;
}
$DefenderUnits = $database->getUnit($data['to']);
$DefendersAll = $database->getEnforceVillage($data['to'],0);
array_unshift($DefendersAll,$DefenderUnits);
foreach($DefendersAll as $defenders) {
$definf = $defcav = 0;
if(!empty($Armoury)) { reset($Armoury); }
$Armoury = $defenders['from'] != $defenders['vref'] ? $database->getABTech($defenders['from']) : $database->getABTech($defenders['vref']);
for($i=1;$i<=50;$i++) {
if($defenders['u'.$i] > 0) {
if(!empty($unitdata)) { reset($unitdata); }
$unitdata = $GLOBALS['u'.$i];
$definf += $defenders['u'.$i] * ($unitdata['di'] + ($unitdata['di'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
$defcav += $defenders['u'.$i] * ($unitdata['dc'] + ($unitdata['dc'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
if(in_array($i,$unitsbytype['scout'])) {
$defense_scout += $defenders['u'.$i] * 20 * pow(1.03,$Armoury['a'.($i%10)]);
}
$defender_count += $defenders['u'.$i];
}
}
if($defenders['hero'] == 1 && $data['type'] != 1) {
if(!empty($heroarray)) { reset($heroarray); }
if($defenders['vref'] == $data['to']) {
$heroarraydefender = $this->getBattleHero($DefenderData['id']);
} else {
$ReinforcerData = $database->getVillageBattleData($defenders['from']);
$heroarraydefender = $this->getBattleHero($ReinforcerData['id']);
}
$definf = ($definf + $heroarraydefender['di']) * $heroarraydefender['db'];
$defcav = ($defcav + $heroarraydefender['dc']) * $heroarraydefender['db'];
$defense_heros++;
}
$defense_infantry += $definf;
$defense_cavalry += $defcav;
}
if($data['type'] == 1) {
if($attack_scout > $defense_scout) {
$attack_scout_casualties = pow(($defense_scout / $attack_scout),1.5);
// generate scout report and process casualties
} else {
$attack_scout_casualties = 1;
// kill all scouts
}
} else {
$defense_total = $attack_infantry * $defense_infantry / $attack_total + $attack_cavalry * $defense_cavalry / $attack_total;
if($DefenderData['pop'] < $AttackerData['pop']) {
$defense_total *= min(1.5,pow($AttackerData['pop']/$DefenderData['pop'],0.2));
}
$DefenderFields = $database->getResourceLevel($data['to']);
for($i=1;$i<=38;$i++) {
if($DefenderFields['f'.$i] > 0) { $DefenderFieldsArray[] = $i; }
if($DefenderFields['f'.$i.'t'] == 25 || $DefenderFields['f'.$i.'t'] == 26) {
$BonusPalRes = 2 * pow($DefenderFields['f'.$i],2);
$FieldPalRes = $i;
}
if($DefenderFields['f'.$i.'t'] == 34) {
$BonusStoneMason = $DefenderFields['f'.$i] / 10 + 1;
}
if($DefenderFields['f'.$i.'t'] >= 5 && $DefenderFields['f'.$i.'t'] <= 9) {
$ResourceImprovementArray[] = $i;
}
if($DefenderFields['f'.$i.'t'] == 36) {
$TrapperArray[] = $i;
}
if($DefenderFields['f'.$i.'t'] == $data['ctar1'] && $data['ctar1'] != 0) {
$ctarf[1] = $i;
}
if($DefenderFields['f'.$i.'t'] == $data['ctar2'] && $data['ctar2'] != 0 && ($data['ctar1'] != $data['ctar2'] || $data['ctar2'] <= 18)) {
$ctarf[2]= $i;
}
}
$defense_total += $BonusPalRes;
$BonusWall = $DefenderData['tribe'] == 1 ? 1.03 : ($DefenderData['tribe'] == 2 ? 1.02 : 1.025);
$defense_total *= pow($BonusWall,$DefenderData['wall']);
if($attacker_count + $defender_count + $defense_heros > 1000) {
$DiffModifier = 2 * (1.8592 - pow(($attacker_count + $defender_count + $defense_heros),0.015));
} else {
$DiffModifier = 1.5;
}
$attack_casualties = $defense_casualties = 1;
if($attack_total > $defense_total) {
$attack_casualties = pow(($defense_total / $attack_total),$DiffModifier);
if($data['type'] == 4) {
$attack_casualties = $attack_casualties / (1 + $attack_casualties);
$defense_casualties = 1 - $attack_casualties;
}
} else {
$defense_casualties = pow(($attack_total / $defense_total),$DiffModifier);
if($data['type'] == 4) {
$defense_casualties = $defense_casualties / (1 + $defense_casualties);
$attack_casualties = 1 - $defense_casualties;
}
}
if($rams > 0 && $DefenderData['wall'] > 0) {
if($attack_casualties < 1) {
$database->setVillageLevel($data['to'],'f40t',0);
$database->setVillageLevel($data['to'],'f40',0);
} else {
$RequiredRams=array(1=>array(1,2,2,3,4,6,7,10,12,14,17,20,23,27,31,35,39,43,48,53),array(1,4,8,13,19,27,36,46,57,69,83,98,114,132,151,171,192,214,238,263),array(1,2,4,6,8,11,15,19,23,28,34,40,46,53,61,69,77,86,96,106));
$DC = max(1,$BonusStoneMason) * max(1,$BonusPalRes) / (pow(1.015,$Blacksmith['b'.$UnitRam])) ;
$L = $DefenderData['wall'];
$L2 = round(($DefenderData['wall'] - 1) /2);
$DDR = $DC / ( $L*($L+1)/8 + 5 + (24.875 + 0.625*$L2)*$L2/2 );
//calculate damage to wall based on surviving rams
}
$RecountReqd = True;
}
if($catapults > 0 && !$IsOasis) {
$BuildLevelStrength=array(1=>1,2,2,3,4,6,8,10,12,14,17,20,23,27,31,35,39,43,48,53);
$RequiredCatapults = $RequiredCatapultsMax = $BuildingLevelMax = array();
if(!empty($RequiredCatapults)) { reset($RequiredCatapults); }
for($i=1;$i<=2;$i++) {
if($data['ctar'.$i] == 0 || $ctarf[$i] == 0) {
$data['ctar'.$i] = $DefenderFieldsArray[rand(0,count($DefenderFieldsArray)-1)];
if($data['ctar2'] == 0 && $i == 1) { $data['ctar2'] = $data['ctar1']; }
}
$RequiredCatapults[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($DefenderField['f'.$ctarf[$i]],2) + $DefenderField['f'.$ctarf[$i]] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
$BuildingLevelMax[$i] = 20;
if($DefenderData['capital'] != 1 && $data['ctar'.$i] <= 18 || in_array($data['ctar'.$i],$TrapperArray)) { $BuildingLevelMax[$i] = 10; }
if(in_array($data['ctar'.$i],$ResourceImprovementArray)) { $BuildingLevelMax[$i] = 5; }
$RequiredCatapultsMax[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($BuildingLevelMax[$i],2) + $BuildingLevelMax[$i] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
}
$CatapultsFiring = pow($attack_total / $defense_total,1.5);
if($CatapultsFiring > 1) {
$CatapultsFiring = 1 - 0.5 / $CatapultsFiring;
} else {
$CatapultsFiring = 0.5 * $CatapultsFiring;
}
$CatapultsFiring *= $data['t'.$UnitCatapult];
for($i=1;$i=($data['ctar1']==$data['ctar2']?1:2);$i++) {
$BuildingLevelOld[$i] = $DefenderField['f'.$data['ctar'.$i]];
if($data['ctar1']!=$data['ctar2'] && $i==1) { $CatapultsFiring /= 2; }
if($CatapultsFiring >= $RequiredCatapults[$i]) {
if($DefenderField['f'.$data['ctar'.$i]] == $FieldPalRes) { $DestroyedPalRes = True; }
if($data['ctar'.$i] >= 19) { $database->setVillageLevel($data['to'],'f'.$data['ctar'.$i].'t',0); }
$database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],0);
$BuildingLevelNow[$i] = 0;
$RecountReqd = True;
} else {
$BuildLevelCount = 0;
for($j=$DefenderField['f'.$data['ctar'.$i]];$j=1;$j--) {
$BuildLevelCount += ($BuildLevelStrength[$j] - $BuildLevelStrength[$j-1]) * $RequiredCatapultsMax[$i] / $BuildLevelStrength[$BuildingLevelMax[$i]];
if($CatapultsFiring < $BuildLevelCount) {
$BuildingLevelNow[$i] = $j;
break;
}
$database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],$BuildingLevelNow[$i]);
$RecountReqd = True;
}
}
}
}
for($i=1;$i<=10;$i++) {
$attack_casualties_array[$i] = round($data['t'.$i] * $attack_casualties);
if(!empty($unitdata)) { reset($unitdata); }
$unitdata = $GLOBALS['u'.(($AttackerData['tribe']-1)*10+$i)];
$ExperienceDefender += $attack_casualties_array[$i] * $unitdata['pop'];
}
if($data['t11'] == 1) {
if($attack_casualties < 0.9) {
if($heroarrayAttacker['health']-100*$attack_casualties > 0) {
$database->modifyHero('health',(100*$attack_casualties),$heroarrayAttacker['heroid'],2);
$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
} else {
$database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
$database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
}
} else {
$database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
$database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
}
}
$DefenderUnits = $database->getUnit($data['to']);
$DefendersAll = $database->getEnforceVillage($data['to'],0);
array_unshift($DefendersAll,$DefenderUnits);
foreach($DefendersAll as $defenders) {
if($defenders['hero'] == 1 && $data['type'] != 1) {
if(!empty($heroarray)) { reset($heroarray); }
if($defenders['vref'] == $data['to']) {
$heroarraydefender = $this->getBattleHero($DefenderData['id']);
} else {
$ReinforcerData = $database->getVillageBattleData($defenders['from']);
$heroarraydefender = $this->getBattleHero($ReinforcerData['id']);
}
if($defense_casualties < 0.9) {
if($heroarrayDefender['health']-100*$defense_casualties > 0) {
$database->modifyHero('health',(100*$defense_casualties),$heroarrayDefender['heroid'],2);
$database->modifyHero('lastupdate',time(),$heroarrayDefender['heroid'],0);
} else {
$database->modifyHero('health',0,$heroarrayDefender['heroid'],0);
$database->modifyHero('dead',1,$heroarrayDefender['heroid'],0);
$database->modifyHero('lastupdate',time(),$heroarrayDefender['heroid'],0);
}
} else {
$database->modifyHero('health',0,$heroarrayDefender['heroid'],0);
$database->modifyHero('dead',1,$heroarrayDefender['heroid'],0);
$database->modifyHero('lastupdate',time(),$heroarrayDefender['heroid'],0);
}
}
}
// send surviving attackers and hero home, report.
// calculate defensive casualties, hero damage and experience (all heroes), modify units and reinforcements, report.
// damage buildings report
// Chiefing logic including wall and tribal specific building removal
if($IsOasis && $data['t11'] == 1 && $AllDefendersDead) {
$database->modifyOasisLoyalty($data['to']);
if($database->canConquerOasis($data['from'],$data['to'])) {
$database->conquerOasis($data['to'],$data['from'],$AttackerData['id']);
}
}
if($RecountReqd) { $automation->recountPop($data['to']); }
}
}
};
$battle = new Battle;
?>