mirror of
https://github.com/Shadowss/TravianZ.git
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1034 lines
38 KiB
PHP
1034 lines
38 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 Battle.php ##
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## Developed by: Dzoki & Dixie Reworked buy Advocaite love it or hate it ##
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## Thanks to: Akakori & Elmar ##
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## License: TravianX Project ##
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## Copyright: TravianX (c) 2010-2011. All rights reserved. ##
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## ##
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#################################################################################
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class Battle {
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public function procSim($post) {
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global $form;
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// Recivimos el formulario y procesamos
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if(isset($post['a1_v']) && (isset($post['a2_v1']) || isset($post['a2_v2']) || isset($post['a2_v3']) || isset($post['a2_v4']))) {
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$_POST['mytribe'] = $post['a1_v'];
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$target = array();
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if(isset($post['a2_v1'])) {
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array_push($target,1);
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}
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if(isset($post['a2_v2'])) {
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array_push($target,2);
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}
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if(isset($post['a2_v3'])) {
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array_push($target,3);
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}
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if(isset($post['a2_v4'])) {
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array_push($target,4);
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}
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if(isset($post['a2_v5'])) {
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array_push($target,5);
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}
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$_POST['target'] = $target;
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if(isset($post['a1_1'])) {
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$sum = $sum2 = 0;
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for($i=1;$i<=10;$i++) {
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$sum += $post['a1_'.$i];
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}
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if($sum > 0) {
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if($post['palast'] == "") {
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$post['palast'] = 0;
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}
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if(isset($post['wall1']) && $post['wall1'] == "") {
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$post['wall1'] = 0;
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}
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if(isset($post['wall2']) && $post['wall2'] == "") {
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$post['wall2'] = 0;
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}
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if(isset($post['wall3']) && $post['wall3'] == "") {
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$post['wall3'] = 0;
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}if(isset($post['wall4']) && $post['wall4'] == "") {
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$post['wall4'] = 0;
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}if(isset($post['wall5']) && $post['wall5'] == "") {
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$post['wall5'] = 0;
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}
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$post['tribe'] = $target[0];
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$_POST['result'] = $this->simulate($post);
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$form->valuearray = $post;
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}
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}
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}
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}
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private function getBattleHero($uid) {
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global $database;
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$heroarray = $database->getHero($uid);
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$herodata = $GLOBALS["h".$heroarray[0]['unit']];
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$h_atk = $herodata['atk'] + 5 * floor($heroarray[0]['attack'] * $herodata['atkp'] / 5);
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$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
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$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
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$h_ob = 1 + 0.002 * $heroarray[0]['attackbonus'];
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$h_db = 1 + 0.002 * $heroarray[0]['defencebonus'];
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return array('heroid'=>$heroarray[0]['heroid'],'unit'=>$heroarray[0]['unit'],'atk'=>$h_atk,'di'=>$h_di,'dc'=>$h_dc,'ob'=>$h_ob,'db'=>$h_db,'health'=>$heroarray['health']);
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}
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private function simulate($post) {
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// Establecemos los arrays con las unidades del atacante y defensor
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$attacker = array('u1'=>0,'u2'=>0,'u3'=>0,'u4'=>0,'u5'=>0,'u6'=>0,'u7'=>0,'u8'=>0,'u9'=>0,'u10'=>0,'u11'=>0,'u12'=>0,'u13'=>0,'u14'=>0,'u15'=>0,'u16'=>0,'u17'=>0,'u18'=>0,'u19'=>0,'u20'=>0,'u21'=>0,'u22'=>0,'u23'=>0,'u24'=>0,'u25'=>0,'u26'=>0,'u27'=>0,'u28'=>0,'u29'=>0,'u30'=>0,'u31'=>0,'u32'=>0,'u33'=>0,'u34'=>0,'u35'=>0,'u36'=>0,'u37'=>0,'u38'=>0,'u39'=>0,'u40'=>0,'u41'=>0,'u42'=>0,'u43'=>0,'u44'=>0,'u45'=>0,'u46'=>0,'u47'=>0,'u48'=>0,'u49'=>0,'u50'=>0);
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$start = ($post['a1_v']-1)*10+1;
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$index = 1;
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for($i=$start;$i<=($start+9);$i++) {
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$attacker['u'.$i] = $post['a1_'.$index];
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if($index <=8) {
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${att_ab.$index} = $post['f1_'.$index];
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}
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$index += 1;
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}
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$defender = array();
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for($i=1;$i<=50;$i++) {
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if(isset($post['a2_'.$i]) && $post['a2_'.$i] != "") {
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$defender['u'.$i] = $post['a2_'.$i];
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}
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else {
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$defender['u'.$i] = 0;
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}
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}
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$deftribe = $post['tribe'];
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$wall = 0;
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switch($deftribe) {
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case 1:
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for($i=1;$i<=8;$i++) {
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${def_ab.$i} = $post['f2_'.$i];
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}
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break;
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case 2:
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for($i=11;$i<=18;$i++) {
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${def_ab.$i-10} = $post['f2_'.$i];
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}
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break;
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case 3:
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for($i=21;$i<=28;$i++) {
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${def_ab.$i-20} = $post['f2_'.$i];
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}
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break;
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case 4:
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for($i=31;$i<=38;$i++) {
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${def_ab.$i-30} = $post['f2_'.$i];
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}
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break;
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case 5:
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for($i=41;$i<=48;$i++) {
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${def_ab.$i-40} = $post['f2_'.$i];
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}
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break;
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}
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if($post['kata'] == "") {
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$post['kata'] = 0;
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}
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// check scout
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$scout = 1;
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for($i=$start;$i<=($start+9);$i++) {
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if($i == 4 || $i == 14 || $i == 23 || $i == 44)
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{}
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else{
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if($attacker['u'.$i]>0) {
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$scout = 0;
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break;
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}
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}
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}
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if($post['wall1'] != 0){
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$walllevel = $post['wall1'];
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}elseif($post['wall2'] != 0){
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$walllevel = $post['wall2'];
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}elseif($post['wall3'] != 0){
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$walllevel = $post['wall3'];
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}elseif($post['wall4'] != 0){
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$walllevel = $post['wall4'];
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}elseif($post['wall5'] != 0){
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$walllevel = $post['wall5'];
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}else{
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$walllevel = 0;
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}
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if($walllevel > 20){
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$walllevel = 0;
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}
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$wall = $walllevel;
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if(!$scout)
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return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab1,$def_ab2,$def_ab3,$def_ab4,$def_ab5,$def_ab6,$def_ab7,$def_ab8,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0);
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else
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return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],1,$def_ab1,$def_ab2,$def_ab3,$def_ab4,$def_ab5,$def_ab6,$def_ab7,$def_ab8,$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);
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}
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public function getTypeLevel($tid,$vid) {
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global $village,$database;
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$keyholder = array();
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$resourcearray = $database->getResourceLevel($vid);
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foreach(array_keys($resourcearray,$tid) as $key) {
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if(strpos($key,'t')) {
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$key = preg_replace("/[^0-9]/", '', $key);
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array_push($keyholder, $key);
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}
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}
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$element = count($keyholder);
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if($element >= 2) {
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if($tid <= 4) {
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$temparray = array();
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for($i=0;$i<=$element-1;$i++) {
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array_push($temparray,$resourcearray['f'.$keyholder[$i]]);
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}
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foreach ($temparray as $key => $val) {
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if ($val == max($temparray))
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$target = $key;
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}
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}
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else {
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$target = 0;
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for($i=1;$i<=$element-1;$i++) {
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if($resourcearray['f'.$keyholder[$i]] > $resourcearray['f'.$keyholder[$target]]) {
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$target = $i;
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}
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}
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}
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}
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else if($element == 1) {
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$target = 0;
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}
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else {
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return 0;
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}
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if($keyholder[$target] != "") {
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return $resourcearray['f'.$keyholder[$target]];
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}
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else {
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return 0;
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}
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}
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//1 raid 0 normal
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function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab1,$def_ab2,$def_ab3,$def_ab4,$def_ab5,$def_ab6,$def_ab7,$def_ab8,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$tblevel,$stonemason,$walllevel,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref) {
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global $bid34,$bid35,$database;
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// Definieer de array met de eenheden
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$calvary = array(4,5,6,15,16,23,24,25,26,35,36,45,46);
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$catapult = array(8,18,28,38,48);
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$rams = array(7,17,27,37,47);
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$catp = $ram = 0;
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// Array om terug te keren met het resultaat van de berekening
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$result = array();
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$involve = 0;
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$winner = false;
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// bij 0 alle deelresultaten
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$cap = $ap = $dp = $cdp = $rap = $rdp = 0;
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//exit($type);
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$att_artefact = count($database->getOwnUniqueArtefactInfo2($AttackerID,3,3,0));
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$att_artefact1 = count($database->getOwnUniqueArtefactInfo2($AttackerWref,3,1,1));
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$att_artefact2 = count($database->getOwnUniqueArtefactInfo2($AttackerID,3,2,0));
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if($att_artefact > 0){
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$attacker_artefact = 10;
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}else if($att_artefact1 > 0){
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$attacker_artefact = 5;
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}else if($att_artefact2 > 0){
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$attacker_artefact = 3;
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}else{
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$attacker_artefact = 1;
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}
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$def_artefact = count($database->getOwnUniqueArtefactInfo2($DefenderID,3,3,0));
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$def_artefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,3,1,1));
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$def_artefact2 = count($database->getOwnUniqueArtefactInfo2($DefenderID,3,2,0));
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if($def_artefact > 0){
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$defender_artefact = 10;
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}else if($att_artefact1 > 0){
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$defender_artefact = 5;
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}else if($def_artefact2 > 0){
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$defender_artefact = 3;
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}else{
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$defender_artefact = 1;
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}
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if($Attacker['uhero'] != 0)
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{
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//exit($AttackerID);
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$atkhero = $this->getBattleHero($AttackerID);
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}
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if($Defender['hero'] != 0)
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{
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//exit($DefenderID);
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$defenderhero = $this->getBattleHero($DefenderID);
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}
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$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
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if(!empty($DefendersAll)){
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foreach($DefendersAll as $defenders) {
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$fromvillage = $defenders['from'];
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$reinfowner = $database->getVillageField($fromvillage,"owner");
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$defhero[$fromvillage] = $this->getBattleHero($reinfowner);
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}
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}
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// Berekenen het totaal aantal punten van Aanvaller
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$start = ($att_tribe-1)*10+1;
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$end = ($att_tribe*10);
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if($att_tribe == 3){
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$abcount = 3;
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}else{
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$abcount = 4;
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}
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if($type == 1)
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{
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for($i=$start;$i<=$end;$i++) {
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global ${'u'.$i};
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$j = $i-$start+1;
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if($abcount <= 8 && ${att_ab.$abcount} > 0) {
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$ap += (35 + ( 35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i] * $attacker_artefact;
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}
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else {
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$ap += ($Attacker['u'.$i] * $Attacker['u'.$i] * $Attacker['u'.$i])/3;
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}
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$units['Att_unit'][$i] = $Attacker['u'.$i];
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}
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if ($Attacker['uhero'] != 0){
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$ap += $atkhero['atk'] * 35;
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$ap = $ap * $atkhero['ob'];
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}
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}
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else
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{
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$abcount = 1;
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for($i=$start;$i<=$end;$i++) {
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global ${'u'.$i};
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$j = $i-$start+1;
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if($abcount <= 8 && ${att_ab.$abcount} > 0) {
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if(in_array($i,$calvary)) {
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$cap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
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}
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else {
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$ap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
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}
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}
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else {
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if(in_array($i,$calvary)) {
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$cap += $Attacker['u'.$i]*${'u'.$i}['atk'];
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}
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else {
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$ap += $Attacker['u'.$i]*${'u'.$i}['atk'];
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}
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}
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$abcount +=1;
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// Punten van de catavult van de aanvaller
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if(in_array($i,$catapult)) {
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$catp += $Attacker['u'.$i];
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}
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// Punten van de Rammen van de aanvaller
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if(in_array($i,$rams))
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{
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$ram += $Attacker['u'.$i];
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}
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$involve += $Attacker['u'.$i];
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$units['Att_unit'][$i] = $Attacker['u'.$i];
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}
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if ($Attacker['uhero'] != 0)
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{
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$units['Att_unit']['hero'] = $Attacker['uhero'];
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$cap += $Attacker['uhero']*$atkhero['atk'];
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$ap += $Attacker['uhero']*$atkhero['atk'];
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$ap = $ap * $atkhero['ob'];
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$cap = $cap * $atkhero['ob'];
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}
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}
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//
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// Berekent het totaal aantal punten van de Defender
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//
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$start = ($def_tribe-1)*10+1;
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$end = ($def_tribe*10);
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$abcount = 1;
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if($type == 1)
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{
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for($y=4;$y<=44;$y++) {
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if($y == 4 || $y == 14 || $y == 23 || $y == 44)
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{
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global ${'u'.$y};
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if($y >= $start && $y <= ($end-2) && ${def_ab.$abcount} > 0) {
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$dp += (20 + (20 + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, ${def_ab.$abcount}) - 1)) * (($Defender['u'.$y]*$Defender['u'.$y]*$Defender['u'.$y])/4) * $defender_artefact;
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$abcount +=1;
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}
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else {
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$dp += ($Defender['u'.$y]*$Defender['u'.$y]*$Defender['u'.$y])/4;
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}
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$units['Def_unit'][$y] = $Defender['u'.$y];
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}
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}
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if ($Defender['hero'] != 0){
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$dp += $defenderhero['di'] * 35;
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$dp = $dp * $defenderhero['db'];
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}
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$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
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if(!empty($DefendersAll)){
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foreach($DefendersAll as $defenders) {
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$fromvillage = $defenders['from'];
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$dp += $defhero[$fromvillage]['di'] * 35;
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$dp = $dp * $defhero[$fromvillage]['db'];
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}
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}
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}
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else
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{
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for($y=1;$y<=50;$y++) {
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global ${'u'.$y};
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if($y >= $start && $y <= ($end-2) && ${def_ab.$abcount} > 0) {
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$dp += (${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, ${def_ab.$abcount}) - 1)) * $Defender['u'.$y];
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$cdp += (${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, ${def_ab.$abcount}) - 1)) * $Defender['u'.$y];
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}
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else {
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$dp += $Defender['u'.$y]*${'u'.$y}['di'];
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$cdp += $Defender['u'.$y]*${'u'.$y}['dc'];
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}
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$involve += $Defender['u'.$y];
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$units['Def_unit'][$y] = $Defender['u'.$y];
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$abcount +=1;
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}
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if($Defender['hero'] != 0)
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{
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$units['Def_unit']['hero'] = $Defender['hero'];
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$cdp += $defenderhero['dc'];
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$dp += $defenderhero['di'];
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$dp = $dp * $defenderhero['db'];
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$cdp = $cdp * $defenderhero['db'];
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}
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$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
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if(!empty($DefendersAll)){
|
|
foreach($DefendersAll as $defenders) {
|
|
$fromvillage = $defenders['from'];
|
|
$cdp += $defhero[$fromvillage]['dc'];
|
|
$dp += $defhero[$fromvillage]['di'];
|
|
$dp = $dp * $defhero[$fromvillage]['db'];
|
|
$cdp = $cdp * $defhero[$fromvillage]['db'];
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Formule voor de berekening van de bonus verdedigingsmuur "en" Residence ";
|
|
//
|
|
if($def_wall > 0) {
|
|
// Stel de factor berekening voor de "Muur" als het type van de beschaving
|
|
// Factor = 1030 Romeinse muur
|
|
// Factor = 1020 Wall Germanen
|
|
// Factor = 1025 Wall Galliers
|
|
$factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
|
|
// Defense Infanterie = infanterie * Muur (%)
|
|
$dp *= pow($factor,$def_wall)*2;
|
|
// Defensa Cavelerie = Cavelerie * Muur (%)
|
|
$cdp *= pow($factor,$def_wall)*2;
|
|
|
|
// Berekening van de Basic defence bonus "Residence"
|
|
$dp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)))*0.5;
|
|
$cdp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)))*0.5;
|
|
}
|
|
else
|
|
{
|
|
// Berekening van de Basic defence bonus "Residence"
|
|
$dp += (2*(pow($residence,2)));
|
|
$cdp += (2*(pow($residence,2)));
|
|
}
|
|
|
|
//
|
|
// Formule voor het berekenen van punten aanvallers (Infanterie & Cavalry)
|
|
//
|
|
if($AttackerWref != 0){
|
|
$rap = ($ap+$cap)+(($ap+$cap)/100*$bid35[$this->getTypeLevel(35,$AttackerWref)]['attri']);
|
|
}else{
|
|
$rap = $ap+$cap;
|
|
}
|
|
//
|
|
// Formule voor de berekening van Defensive Punten
|
|
//
|
|
if ($rap==0)
|
|
$rdp = ($dp) + ($cdp) + 10;
|
|
else
|
|
$rdp = ($dp * ($ap/$rap)) + ($cdp * ($cap/$rap)) + 10;
|
|
//
|
|
// En de Winnaar is....:
|
|
//
|
|
$result['Attack_points'] = $rap;
|
|
$result['Defend_points'] = $rdp;
|
|
|
|
$winner = ($rap > $rdp);
|
|
|
|
$result['Winner'] = ($winner)? "attacker" : "defender";
|
|
|
|
// Formule voor de berekening van de Moraal
|
|
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;}
|
|
// Formule voor het berekenen verloren drives
|
|
// $type = 1 Raid, 0 Normal
|
|
if($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)? pow((($rdp*$moralbonus)/$rap),$Mfactor) : 1;
|
|
$result[1] = round($result[1],8);
|
|
|
|
// Defender
|
|
$result[2] = (!$winner)? pow(($rap/($rdp*$moralbonus)),$Mfactor) : 1;
|
|
$result[2] = round($result[2],8);
|
|
// Als aangevallen met "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);
|
|
|
|
}
|
|
// Formule voor de berekening van katapulten nodig
|
|
if($catp > 0 && $tblevel != 0) {
|
|
$wctp = pow(($rap/$rdp),1.5);
|
|
$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
|
|
$wctp *= $catp;
|
|
$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{
|
|
$strongerbuildings = 1;
|
|
}
|
|
if($stonemason==0){
|
|
$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a8']))/200) / $strongerbuildings)) + 0.5);
|
|
}else{
|
|
$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a8']))/200) / ($bid34[$stonemason]['attri']/100) / $strongerbuildings)) + 0.5);
|
|
}
|
|
// Aantal katapulten om het gebouw neer te halen
|
|
$result[3] = $need;
|
|
// Aantal Katapulten die handeling
|
|
$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;
|
|
$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{
|
|
$strongerbuildings = 1;
|
|
}
|
|
if($stonemason==0){
|
|
$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a7']))/200) / $strongerbuildings)) + 0.5);
|
|
}else{
|
|
$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a7']))/200) / ($bid34[$stonemason]['attri']/100) / $strongerbuildings)) + 0.5);
|
|
}
|
|
// Aantal katapulten om het gebouw neer te halen
|
|
$result[7] = $need;
|
|
|
|
// Aantal Katapulten die handeling
|
|
$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]);
|
|
//exit($damage_health."|".$hero_health."|".$atkhero['heroid']);
|
|
if ($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); }
|
|
$ReinforcerData = $database->getVillageBattleData($defenders['from']);
|
|
$heroarraydefender = $this->getBattleHero($ReinforcerData['id']);
|
|
$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$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 $result;
|
|
}
|
|
|
|
public function resolveConflict($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;
|
|
?>
|