Files
TravianZ/GameEngine/Battle.php
T
2026-02-11 15:17:21 +02:00

794 lines
34 KiB
PHP

<?php
#################################################################################
## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
## --------------------------------------------------------------------------- ##
## Project: TravianZ ##
## Version: 22.06.2015 ##
## Filename Battle.php ##
## Developed by: Dzoki & Dixie ##
## Fixed by: Shadow ##
## Thanks to: Akakori, Elmar & Kirilloid ##
## Reworked and Fix by: ronix ##
## Fixed by: InCube - double troops ##
## License: TravianZ Project ##
## Copyright: TravianZ (c) 2010-2015. All rights reserved. ##
## URLs: http://travian.shadowss.ro ##
## Source code: https://github.com/Shadowss/TravianZ ##
## ##
#################################################################################
class Battle {
/**
*
* @author Kirilloid --> https://github.com/kirilloid/travian/blob/master/src/model/base/combat.ts
* @var double The number of attacking catapults: 1 = 100%, 0 = 0%
*
*/
private $sigma;
public function __construct(){
$this->sigma = function($x) { return ($x > 1 ? 2 - $x ** -1.5 : $x ** 1.5) / 2; };
}
public function procSim($post) {
global $form;
// receive form and process
if(isset($post['a1_v']) && (isset($post['a2_v1']) || isset($post['a2_v2']) || isset($post['a2_v3']) || isset($post['a2_v4']) || isset($post['a2_v5']))){
$_POST['mytribe'] = $post['a1_v'];
$target = [];
if(isset($post['a2_v1'])) array_push($target, 1);
if(isset($post['a2_v2'])) array_push($target, 2);
if(isset($post['a2_v3'])) array_push($target, 3);
if(isset($post['a2_v4'])) array_push($target, 4);
if(isset($post['a2_v5'])) array_push($target, 5);
$_POST['target'] = $target;
if(isset($post['h_off_bonus'])){
if(intval($post['h_off_bonus']) > 20) $post['h_off_bonus'] = 20;
}
else $post['h_off_bonus'] = 0;
if(isset($post['h_def_bonus'])){
if(intval($post['h_def_bonus']) > 20) $post['h_def_bonus'] = 20;
}
else $post['h_def_bonus'] = 0;
$sum = 0;
for($i = 1; $i <= 10; $i++) $sum += (!empty($post['a1_'.$i]) ? $post['a1_'.$i] : 0);
if($sum > 0){
$post['palast'] = intval($post['palast']);
if($post['palast'] > 20) $post['palast'] = 20;
for($i = 1; $i <= 5; $i++){
if(isset($post['wall'.$i])){
$post['wall'.$i] = intval($post['wall'.$i]);
if($post['wall'.$i] > 20) $post['wall'.$i] = 20;
elseif($post['wall'.$i] < 0) $post['wall'.$i] = 0;
$post['walllevel'] = $post['wall'.$i];
}
}
$post['tribe'] = $target[0];
$_POST['result'] = $this->simulate($post);
$newWallLevel = $_POST['result'][7];
$oldWallLevel = $_POST['result'][8];
//If the wall level is reduce, we have to re-do the whole battle
if($newWallLevel != $oldWallLevel){
$post['walllevel'] = $newWallLevel;
$_POST['result'] = $this->simulate($post);
//Reset the datas
$_POST['result'][7] = $newWallLevel;
$_POST['result'][8] = $post['walllevel'] = $oldWallLevel;
}
$form->valuearray = $post;
}
}
}
private function getBattleHero($uid) {
global $database;
$heroarray = $database->getHero($uid);
if (!count($heroarray)) return ['heroid' => 0, 'unit' =>'','atk' => 0,'di' => 0,'dc' => 0,'ob' => 0,'db' => 0,'health' => 0];
$herodata = $GLOBALS["h".$heroarray[0]['unit']];
if(!isset($heroarray['health'])) $heroarray['health'] = 0;
$h_atk = $herodata['atk'] + ($heroarray[0]['attack'] * $herodata['atkp']);
$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
$h_ob = 1 + 0.010 * ($heroarray[0]['attackbonus'] / 5);
$h_db = 1 + 0.010 * ($heroarray[0]['defencebonus'] / 5);
return ['heroid' => (int) $heroarray[0]['heroid'], 'unit' => $heroarray[0]['unit'], 'atk' => $h_atk, 'di' => $h_di, 'dc' => $h_dc, 'ob' => $h_ob, 'db' => $h_db, 'health' => $heroarray['health']];
}
private function getBattleHeroSim($attbonus) {
$h_atk = 0;
$h_ob = 1 + 0.010 * $attbonus;
return ['unit' => 16,'atk' => $h_atk,'ob' => $h_ob];
}
private function simulate($post) {
//set the arrays with attacking and defending units
$attacker = ['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;
$offhero = intval($post['h_off_bonus']);
$hero_strenght = intval($post['h_off']);
$deffhero = intval($post['h_def_bonus']);
for($i = $start, $index = 1; $i <= $start + 9; $i++, $index++) {
if(isset($post['a1_'.$index]) && !empty($post['a1_'.$index])) {
$attacker['u'.$i] = $post['a1_'.$index];
}
else $attacker['u'.$i] = 0;
if($index <=8 && isset($post['f1_'.$index]) && !empty($post['f1_'.$index])) {
${'att_ab'.$index} = $post['f1_'.$index];
}
else ${'att_ab'.$index} = 0;
}
$defender = [];
$defscout = 0;
//fix by ronix
for($i = 1;$i <= 50; $i++) {
if(isset($post['a2_'.$i]) && !empty($post['a2_'.$i])) {
$defender['u'.$i] = $post['a2_'.$i];
$def_ab[$i] = $post['f2_'.$i];
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
$defscout += $defender['u'.$i];
}
}
else {
$defender['u'.$i] = 0;
$def_ab[$i] = 0;
}
}
$deftribe = $post['tribe'];
$wall = 0;
if(empty($post['kata'])) $post['kata'] = 0;
// check scout
$scout = 1;
for($i = $start; $i <= $start + 9 ; $i++) {
if($i == 4 || $i == 14 || $i == 23 || $i == 44){
}else{
if($attacker['u'.$i] > 0) {
$scout = 0;
break;
}
}
}
$walllevel = $post['walllevel'];
$wall = $walllevel;
$palast = $post['palast'];
if($scout == 1 && $defscout == 0) $walllevel = $wall = $palast = 0;
if($scout == 1) $palast = 0; //no def point palace and residence when scout
if(!$scout) return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,$offhero,$post['h_off'],$deffhero,0,0,0,0,0);
else return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$palast,$post['ew1'],$post['ew2'],1,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0,0,0,0,0);
}
public function getTypeLevel($tid,$vid) {
global $village,$database;
$keyholder = [];
$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) {
$temparray = [];
for($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) $target = 0;
else return 0;
if(!empty($keyholder[$target])) return $resourcearray['f'.$keyholder[$target]];
else return 0;
}
//1 raid 0 normal
function calculateBattle($Attacker, $Defender, $def_wall, $att_tribe, $def_tribe, $residence, $attpop, $defpop, $type, $def_ab, $att_ab1, $att_ab2, $att_ab3, $att_ab4, $att_ab5, $att_ab6, $att_ab7, $att_ab8, $tblevel, $stonemason, $walllevel, $offhero, $hero_strenght, $deffhero, $AttackerID, $DefenderID, $AttackerWref, $DefenderWref, $conqureby, $defReinforcements = null) {
global $bid34, $bid35, $database;
// Define the array, with the units
$calvary = [4, 5, 6, 15, 16, 23, 24, 25, 26, 45, 46];
$catapult = [8, 18, 28, 48];
$rams = [7, 17, 27, 47];
$catp = $ram = 0;
// Array to return the result of the calculation back
$result = [];
$involve = 0;
$winner = false;
// at 0 all partial results
//cap = Cavalry attack points
//ap = Infantry attack points
//cdp = Cavalry attack points
//dp = Infantry defense points
//rap = Result attack points
//rdp = Result defense points
//detected = Detected or not by defender spies
$cap = $ap = $dp = $cdp = $rap = $rdp = 0;
$detected = false;
//Get involved artifacts
$attacker_artefact = $database->getArtifactsValueInfluence($AttackerID, $AttackerWref, 3, 1, false);
$defender_artefact = $database->getArtifactsValueInfluence($DefenderID, $DefenderWref, 3, 1, false);
$strongerbuildings = $database->getArtifactsValueInfluence($DefenderID, $DefenderWref, 1, 1, false);
$isWWVillage = $database->getVillageField($DefenderWref, 'natar');
if(isset($Attacker['uhero']) && $Attacker['uhero'] > 0){
$atkhero = $this->getBattleHero($AttackerID);
}
if(isset($Defender['hero']) && $Defender['hero'] > 0){
$defenderhero = $this->getBattleHero($DefenderID);
}
//own defender units
if ($type == 1) {
$datadefScout = $this->getDataDefScout($Defender, $def_ab, $defender_artefact);
$dp += $datadefScout['dp'];
$cdp += $datadefScout['cdp'];
$involve = $datadefScout['involve'];
if(!$detected && $datadefScout['detect']) $detected = $datadefScout['detect'];
}else{
$datadef = $this->getDataDef($Defender, $def_ab);
$own_dp = $datadef['dp'];
$own_cdp = $datadef['cdp'];
$involve = $datadef['involve'];
if(isset($Defender['hero']) && $Defender['hero'] != 0){
$units['Def_unit']['hero'] = $Defender['hero'];
$own_cdp += $defenderhero['dc'];
$own_dp += $defenderhero['di'];
$own_dp *= $defenderhero['db'];
$own_cdp *= $defenderhero['db'];
}
$dp += $own_dp;
$cdp += $own_cdp;
}
$DefendersAll = (!is_null($defReinforcements) ? $database->getEnforceVillage($DefenderWref, 0) : $defReinforcements);
if(!empty($DefendersAll) && $DefenderWref > 0){
// preload village IDs
$vilIDs = [];
foreach($DefendersAll as $defenders) {
$vilIDs[$defenders['from']] = true;
$vilIDs[$defenders['to']] = true;
}
$vilIDs = array_keys($vilIDs);
$database->getABTech($vilIDs);
foreach($DefendersAll as $defenders) {
for ($i = 1; $i <= 50; $i++) $def_ab[$i] = 0;
$fromvillage = $defenders['from'];
$userdataCache[$fromvillage] = $database->getUserArray($database->getVillageField($fromvillage, "owner"), 1);
$enforcetribe = $userdataCache[$fromvillage]["tribe"];
$ud=($enforcetribe - 1) * 10;
if($defenders['from'] > 0) { //don't check nature tribe
$armory = $database->getABTech($defenders['from']); // Armory level every village enforcement
$def_ab[$ud + 1] = $armory['a1'];
$def_ab[$ud + 2] = $armory['a2'];
$def_ab[$ud + 3] = $armory['a3'];
$def_ab[$ud + 4] = $armory['a4'];
$def_ab[$ud + 5] = $armory['a5'];
$def_ab[$ud + 6] = $armory['a6'];
$def_ab[$ud + 7] = $armory['a7'];
$def_ab[$ud + 8] = $armory['a8'];
}
if ($type == 1) {
$datadefScout = $this->getDataDefScout($defenders, $def_ab, $defender_artefact);
$dp += $datadefScout['dp'];
$cdp += $datadefScout['cdp'];
$involve = $datadefScout['involve'];
if(!$detected && $datadefScout['detect']) $detected = $datadefScout['detect'];
}else{
$datadef = $this->getDataDef($defenders, $def_ab);
$reinf_dp = $datadef['dp'];
$reinf_cdp = $datadef['cdp'];
$involve += $datadef['involve'];
$reinfowner = $database->getVillageField($fromvillage, "owner");
$defhero = $this->getBattleHero($reinfowner);
if($defenders['hero'] != 0 && $type != 1){
$reinf_cdp += $defhero['dc'];
$reinf_dp += $defhero['di'];
$reinf_dp *= $defhero['db'];
$reinf_cdp *= $defhero['db'];
}
$dp += $reinf_dp;
$cdp += $reinf_cdp;
}
}
}
// Calculate the total number of points Attacker
$start = ($att_tribe - 1) * 10 + 1;
$end = $att_tribe * 10;
if($att_tribe == 3) $abcount = 3;
else $abcount = 4;
if($type == 1) {//scout
for($i = $start;$i <= $end; $i++) {
global ${'u'.$i};
$j = $i - $start + 1;
if($Attacker['u'.$i] > 0 && ($i == 4 || $i == 14 || $i == 23 || $i == 44)){
if(${'att_ab'.$abcount} > 0) {
$ap += round(35 + (35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * $Attacker['u'.$i];
}
else $ap += $Attacker['u'.$i] * 35;
}
$involve += $Attacker['u'.$i];
$units['Att_unit'][$i] = $Attacker['u'.$i];
}
$ap *= $attacker_artefact;
}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)) {
$cap += round(${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * (int) $Attacker['u'.$i];
}else{
$ap += round(${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${'att_ab'.$abcount}) - 1), 4) * (int) $Attacker['u'.$i];
}
}else{
if(in_array($i,$calvary)) $cap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
else $ap += (int) $Attacker['u'.$i]*${'u'.$i}['atk'];
}
$abcount += 1;
// Points catapult the attacker
if(in_array($i, $catapult)) $catp += (int) $Attacker['u'.$i];
// Points of the Rams attacker
if(in_array($i, $rams)) $ram += (int) $Attacker['u'.$i];
$involve += (int) $Attacker['u'.$i];
$units['Att_unit'][$i] = (int) $Attacker['u'.$i];
}
if (isset($Attacker['uhero']) && $Attacker['uhero'] != 0){
$units['Att_unit']['hero'] = $Attacker['uhero'];
$ap *= $atkhero['ob'];
$cap *= $atkhero['ob'];
$ap += $atkhero['atk'];
}
if ($offhero > 0 || $hero_strenght > 0) {
$atkhero= $this->getBattleHeroSim($offhero);
$ap *= $atkhero['ob'];
$cap *= $atkhero['ob'];
$ap += $hero_strenght;
}
if ($deffhero > 0) {
$dfdhero = $this->getBattleHeroSim($deffhero);
$dp *= $dfdhero['ob'];
$cdp *= $dfdhero['ob'];
}
}
// Formula for calculating the bonus defensive wall and Residence
if($def_wall > 0) {
// Set the factor calculation for the "wall" as the type of the civilization
// Factor = 1030 Wall Roman
// Factor = 1020 Wall Teuton
// Factor = 1025 Wall Goul
$factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
$wallMultiplier = round(pow($factor, $def_wall), 3);
// Defense infantry = Infantry * Wall (%)
// Defense calvary calvary = * Wall (%)
if ($dp > 0 || $cdp > 0){
if($type == 1) {
$dp *= $wallMultiplier;
$dp += 10;
}else{
$dp *= $wallMultiplier;
$cdp *= $wallMultiplier;
// Calculation of the Basic defense bonus "Residence"
$dp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
$cdp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
}
}else{
$dp = 10 * $wallMultiplier * $def_wall;
// Defense calvary calvary = * Wall (%)
$cdp = 10 * $wallMultiplier * $def_wall;
if($type != 1){
// Calculation of the Basic defense bonus "Residence"
$dp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
$cdp += (2 * (pow($residence, 2)) + 10) * $wallMultiplier;
}else{
$dp += 10;
$cdp = 0;
}
}
}elseif($type != 1) {
// Calculation of the Basic defense bonus "Residence"
$dp += (2 * (pow($residence, 2)) + 10);
$cdp += (2 * (pow($residence, 2)) + 10);
}
// Formula for calculating Attacking Points (Infantry & Cavalry)
if($AttackerWref != 0){
$rap = round(($ap + $cap) + (($ap + $cap) / 100 * (isset($bid35[$this->getTypeLevel(35, $AttackerWref)]) ? $bid35[$this->getTypeLevel(35, $AttackerWref)]['attri'] : 0)));
}
else $rap = round($ap + $cap);
// Formula for calculating Defensive Points
if ($rap == 0) $rdp = round(($dp) + ($cdp));
else $rdp = round(round($cap / $rap, 4) * ($cdp) + round($ap / $rap, 4) * ($dp));
// The Winner is....:
$result['Attack_points'] = $rap;
$result['Defend_points'] = $rdp;
$winner = ($rap > $rdp);
// Formula for calculating the Morale bonus
// WW villages aren't affected by this bonus
if($attpop > $defpop && !$isWWVillage) {
$moralbonus = 1 / round(max(0.667, pow($defpop / $attpop, 0.2 * min(1, $rap / ($rdp > 0 ? $rdp : 1)))), 3);
}
else $moralbonus = 1.0;
if($involve >= 1000 && $type != 1) $Mfactor = 2 * round((1.8592 - pow($involve, 0.015)), 4);
else $Mfactor = 1.5;
if ($Mfactor < 1.2578) $Mfactor = 1.2578;
elseif ($Mfactor > 1.5) $Mfactor = 1.5;
// Formula for calculating losses
// $type = 1 Scout, 2 Enforcement
// $type = 3 Normal, 4 Raid
if($type == 1){
$holder = pow((($rdp * $moralbonus) / $rap), $Mfactor);
if($holder > 1) $holder = 1;
if ($rdp > $rap) $holder = 1;
//Birds of Prey cannot die when scouting
//Spies cannot die if the attacked village has no defending spies
//Attacker result
$result[1] = ($att_tribe == 5 || !$detected) ? 0 : $holder;
//Defender result
$result[2] = 0;
}else if($type == 4) {
$holder = ($winner) ? pow((($rdp * $moralbonus) / $rap), $Mfactor) : pow(($rap / ($rdp * $moralbonus)), $Mfactor);
$holder = $holder / (1 + $holder);
//Attacker result
$result[1] = $winner ? $holder : 1 - $holder;
//Defender result
$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), $Mfactor) : 1;
if ($result[1] > 1){
$result[1] = 1;
$winner = false;
$result['Winner'] = "defender";
}
// Defender
$result[2] = (!$winner) ? pow(($rap / ($rdp * $moralbonus)), $Mfactor) : 1;
if ($result[1] == 1) $result[2] = pow(($rap / ($rdp * $moralbonus)), $Mfactor);
if ($result[2] > 1) {
$result[2] = 1;
$result['Winner'] = "attacker";
$winner = true;
}
// If attacked with "Hero"
$ku = ($att_tribe - 1) * 10 + 9;
$kings = (int) $Attacker['u'.$ku];
$aviables = $kings - round($kings * (int) $result[1]);
if ($aviables > 0){
switch($aviables){
case 1: $fealthy = rand(20, 30); break;
case 2: $fealthy = rand(40, 60); break;
case 3: $fealthy = rand(60, 80); break;
case 4: $fealthy = rand(80, 100); break;
default: $fealthy = 100; break;
}
$result['hero_fealthy'] = $fealthy;
}
$ram -= ($winner) ? round($ram * $result[1] / 100) : round($ram * $result[2] / 100);
$catp -= ($winner) ? round($catp * $result[1] / 100) : round($catp * $result[2] / 100);
}
if($catp > 0 && $tblevel != 0) {
//Catapults blacksmith upgrades
$upgrades = round(200 * pow(1.0205, $att_ab8)) / 200;
//Buildings durability
$durability = ($stonemason > 0 ? $bid34[$stonemason]['attri'] / 100 : 1);
//Calculates the catapults morale bonus
$catpMoraleBonus = min(max(($attpop / ($defpop > 0 ? $defpop : 1)) ** 0.3, 1), 3);
//New level of the building (only for warsim.php)
$catapultsDamage = $this->calculateCatapultsDamage($catp, $upgrades, $durability, $rap / $rdp, $strongerbuildings, $catpMoraleBonus);
$result[3] = $this->calculateNewBuildingLevel($tblevel, $catapultsDamage);
$result[4] = $tblevel;
//Results for Automation.php
$result['catapults']['upgrades'] = $upgrades;
$result['catapults']['durability'] = $durability;
$result['catapults']['attackDefenseRatio'] = $rap / $rdp;
$result['catapults']['strongerBuildings'] = $strongerbuildings;
$result['catapults']['moraleBonus'] = $catpMoraleBonus;
}
if($ram > 0 && $walllevel != 0) {
//Rams blacksmith upgrades
$upgrades = round(200 * pow(1.0205, $att_ab7)) / 200;
//Building durability
$durability = ($stonemason > 0 ? $bid34[$stonemason]['attri'] / 100 : 1);
// New level of the building (only for warsim.php)
$ramsDamage = $this->calculateCatapultsDamage($ram, $upgrades, $durability, $rap / $rdp, $strongerbuildings, 1);
$result[7] = $this->calculateNewBuildingLevel($walllevel, $ramsDamage);
$result[8] = $walllevel;
// Results for Automation.php
$result['rams']['upgrades'] = $upgrades;
$result['rams']['durability'] = $durability;
$result['rams']['attackDefenseRatio'] = $rap / $rdp;
$result['rams']['strongerBuildings'] = $strongerbuildings;
$result['rams']['moraleBonus'] = 1;
}
$result[6] = pow($rap / ($rdp * $moralbonus > 0 ? $rdp * $moralbonus : 1), $Mfactor);
$result['moralBonus'] = $moralbonus;
$total_att_units = count($units['Att_unit']);
$start = intval(($att_tribe - 1) * 10 + 1);
$end = intval($att_tribe * 10);
for($i = $start; $i <= $end; $i++){
$y = $i - (($att_tribe - 1) * 10);
$result['casualties_attacker'][$y] = round($result[1] * $units['Att_unit'][$i]);
}
if (isset($units['Att_unit']['hero']) && $units['Att_unit']['hero'] >0){
$_result = mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $atkhero['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id = (int) $fdb['heroid'];
$hero_health = $fdb['health'];
$damage_health = round(100 * $result[1]);
if ($hero_health <= $damage_health || $damage_health > 90){
//hero die
$result['casualties_attacker'][11] = 1;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
}else{
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
unset($_result, $fdb, $hero_id, $hero_health, $damage_health);
if (isset($units['Def_unit']['hero']) && $units['Def_unit']['hero'] >0){
$_result = mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $defenderhero['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id = (int) $fdb['heroid'];
$hero_health = $fdb['health'];
$damage_health = round(100 * $result[2]);
if ($hero_health <= $damage_health || $damage_health > 90){
//hero die
$result['deadherodef'] = 1;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
}else{
$result['deadherodef'] = 0;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
unset($_result, $fdb, $hero_id, $hero_health, $damage_health);
if(!empty($DefendersAll)){
$battleHeroesCache = [];
foreach($DefendersAll as $defenders) {
if($defenders['hero'] > 0) {
$battleHeroesCache[$defenders['from']] = $this->getBattleHero($database->getVillageField($defenders['from'],"owner"));
$heroarraydefender = $battleHeroesCache[$defenders['from']];
$_result = mysqli_query($database->dblink,"select heroid, health from " . TB_PREFIX . "hero where `dead`='0' and `heroid`=".(int) $heroarraydefender['heroid']);
$fdb = mysqli_fetch_array($_result);
$hero_id = (int) $fdb['heroid'];
$hero_health = $fdb['health'];
$damage_health = round(100 * $result[2]);
if ($hero_health <= $damage_health || $damage_health > 90){
//hero die
$result['deadheroref'][$defenders['id']] = 1;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `dead` = 1, `health` = 0 where `heroid`=".(int) $hero_id);
}else{
$result['deadheroref'][$defenders['id']] = 0;
mysqli_query($database->dblink,"update " . TB_PREFIX . "hero set `health`=`health`-".(int) $damage_health." where `heroid`=".(int) $hero_id);
}
}
}
}
unset($_result, $fdb, $hero_id, $hero_health, $damage_health);
// Work out bounty
$start = ($att_tribe - 1) * 10 + 1;
$end = ($att_tribe * 10);
$max_bounty = 0;
for($i = $start; $i <= $end; $i++) {
$j = $i - $start + 1;
$y = $i -(($att_tribe - 1) * 10);
$max_bounty += ((int) $Attacker['u'.$i] - (int) $result['casualties_attacker'][$y]) * (int) ${'u'.$i}['cap'];
}
$result['bounty'] = $max_bounty;
return $result;
}
public function getDataDefScout($defenders, $def_ab, $defender_artefact) {
$abcount = 1;
$invol = $dp = $cdp = 0;
$detected = false;
for($y = 4; $y <= 50; $y++) {
if($y == 4 || $y == 14 || $y == 23 || $y == 44){
global ${'u'.$y};
if($defenders['u'.$y] > 0 && $def_ab[$y] > 0){
$dp += round(20 + (20 + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$y]) - 1), 4) * $defenders['u'.$y] * $defender_artefact;
$detected = true;
}else{
if($defenders['u'.$y] > 0){
$dp += $defenders['u'.$y] * 20 * $defender_artefact;
$detected = true;
}
}
$invol += $defenders['u'.$y]; //total troops
$units['Def_unit'][$y] = $defenders['u'.$y];
}
}
$datadef['dp'] = $dp;
$datadef['cdp'] = $cdp;
$datadef['detect'] = $detected;
$datadef['involve'] = $invol;
return $datadef;
}
public function getDataDef($defenders,$def_ab) {
$dp = $cdp = $invol = 0;
for($y = 1;$y <= 50; $y++) {
global ${'u'.$y};
if ($defenders['u'.$y] > 0) {
if (!isset($def_ab[$y])) {
$def_ab[$y] = 0;
}
if ($def_ab[$y] > 0) {
$dp += round(${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$y]) - 1), 4) * $defenders['u'.$y];
$cdp += round(${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab[$y]) - 1), 4) * $defenders['u'.$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;
}
/**
* @author Kirilloid --> https://github.com/kirilloid/travian/blob/master/src/model/base/combat.ts
*
* Calculates the new building level, after damaging it
*
* @param int $oldLevel The old building level
* @param float $damage The damage done by catapults
* @return int Returns the new building level
*/
public function calculateNewBuildingLevel($oldLevel, $damage){
$damage -= 0.5;
if ($damage < 0) return $oldLevel;
while ($damage >= $oldLevel && $oldLevel) $damage -= $oldLevel--;
return $oldLevel;
}
/**
* @author Kirilloid --> https://github.com/kirilloid/travian/blob/master/src/model/base/combat.ts
*
* Calculates the damage done by catapults
*
* @param int $catapultsQuantity The quantity of catapults which take part in the attack
* @param double $catapultsUpgrade The catapults upgrade multiplier, affected by the cataputls level in the blacksmith
* @param double $durability The building durability, affected by the stonemason's lodge
* @param double $ADRatio The attack points / defensive points ratio
* @param double $strongerBuildings The artifacts multiplier, which strengthens the building, affected by durability artifacts
* @param double $moraleBonus The defender morale bonus
* @return double Returns the damage done by catapults
*/
public function calculateCatapultsDamage($catapultsQuantity, $catapultsUpgrade, $durability, $ADRatio, $strongerBuildings, $moraleBonus){
$catapultsEfficiency = floor($catapultsQuantity / ($durability * $strongerBuildings));
return 4 * ($this->sigma)($ADRatio) * $catapultsEfficiency * $catapultsUpgrade / $moraleBonus;
}
};
$battle = new Battle;
?>