1
|
|
|
<?php declare(strict_types=1); |
2
|
|
|
|
3
|
|
|
namespace Smr\Pages\Admin\UniGen; |
4
|
|
|
|
5
|
|
|
use Exception; |
6
|
|
|
use Smr\Database; |
7
|
|
|
use Smr\Page\AccountPageProcessor; |
8
|
|
|
use Smr\Request; |
9
|
|
|
use SmrAccount; |
10
|
|
|
use SmrGalaxy; |
11
|
|
|
use SmrGame; |
12
|
|
|
use SmrLocation; |
13
|
|
|
use SmrPlanet; |
14
|
|
|
use SmrPort; |
15
|
|
|
use SmrSector; |
16
|
|
|
|
17
|
|
|
class EditGalaxiesProcessor extends AccountPageProcessor { |
18
|
|
|
|
19
|
|
|
public function __construct( |
20
|
|
|
private readonly int $gameID, |
21
|
|
|
private readonly int $galaxyID |
22
|
|
|
) {} |
23
|
|
|
|
24
|
|
|
public function build(SmrAccount $account): never { |
25
|
|
|
$db = Database::getInstance(); |
26
|
|
|
|
27
|
|
|
$gameID = $this->gameID; |
28
|
|
|
$game = SmrGame::getGame($gameID); |
29
|
|
|
$galaxies = $game->getGalaxies(); |
30
|
|
|
|
31
|
|
|
// Save the original sizes for later processing |
32
|
|
|
$origGals = []; |
33
|
|
|
foreach ($galaxies as $i => $galaxy) { |
34
|
|
|
$origGals[$i] = [ |
35
|
|
|
'Width' => $galaxy->getWidth(), |
36
|
|
|
'Height' => $galaxy->getHeight(), |
37
|
|
|
]; |
38
|
|
|
} |
39
|
|
|
|
40
|
|
|
// Modify the galaxy properties |
41
|
|
|
foreach ($galaxies as $i => $galaxy) { |
42
|
|
|
$galaxy->setName(Request::get('gal' . $i)); |
43
|
|
|
$galaxy->setGalaxyType(Request::get('type' . $i)); |
44
|
|
|
$galaxy->setMaxForceTime(IFloor(Request::getFloat('forces' . $i) * 3600)); |
|
|
|
|
45
|
|
|
if (!$game->isEnabled()) { |
46
|
|
|
$galaxy->setWidth(Request::getInt('width' . $i)); |
47
|
|
|
$galaxy->setHeight(Request::getInt('height' . $i)); |
48
|
|
|
} |
49
|
|
|
} |
50
|
|
|
|
51
|
|
|
// Early return if no galaxy dimensions are modified |
52
|
|
|
$galaxySizesUnchanged = true; |
53
|
|
|
foreach ($galaxies as $i => $galaxy) { |
54
|
|
|
if ($galaxy->getWidth() != $origGals[$i]['Width'] || $galaxy->getHeight() != $origGals[$i]['Height']) { |
55
|
|
|
$galaxySizesUnchanged = false; |
56
|
|
|
break; |
57
|
|
|
} |
58
|
|
|
} |
59
|
|
|
if ($galaxySizesUnchanged) { |
60
|
|
|
SmrGalaxy::saveGalaxies(); |
61
|
|
|
$message = '<span class="green">SUCCESS: </span>Edited galaxies (sizes unchanged).'; |
62
|
|
|
$container = new EditGalaxy($this->gameID, $this->galaxyID, $message); |
63
|
|
|
$container->go(); |
64
|
|
|
} |
65
|
|
|
|
66
|
|
|
// *** BEGIN GALAXY DIMENSION MODIFICATION! *** |
67
|
|
|
// Warning: This changes primary keys for several tables, which needs to be |
68
|
|
|
// done carefully. It also interacts with the caches in unexpected ways. |
69
|
|
|
// *** BEGIN GALAXY DIMENSION MODIFICATION! *** |
70
|
|
|
|
71
|
|
|
// Efficiently construct the caches before proceeding |
72
|
|
|
// NOTE: these will be associated with the old sector IDs, so the caches |
73
|
|
|
// will need to be cleared afterwards. |
74
|
|
|
foreach ($galaxies as $galaxy) { |
75
|
|
|
$galaxy->getSectors(); |
76
|
|
|
$galaxy->getPorts(); |
77
|
|
|
$galaxy->getLocations(); |
78
|
|
|
$galaxy->getPlanets(); |
79
|
|
|
} |
80
|
|
|
|
81
|
|
|
// Determine the mapping from old to new sector IDs |
82
|
|
|
$newID = 0; |
83
|
|
|
$oldID = 0; |
84
|
|
|
$sectorMap = []; |
85
|
|
|
foreach ($galaxies as $i => $galaxy) { |
86
|
|
|
$maxRows = max($galaxy->getHeight(), $origGals[$i]['Height']); |
87
|
|
|
$maxCols = max($galaxy->getWidth(), $origGals[$i]['Width']); |
88
|
|
|
for ($row = 0; $row < $maxRows; $row++) { |
89
|
|
|
for ($col = 0; $col < $maxCols; $col++) { |
90
|
|
|
$oldExists = ($row < $origGals[$i]['Height'] && $col < $origGals[$i]['Width']); |
91
|
|
|
$newExists = ($row < $galaxy->getHeight() && $col < $galaxy->getWidth()); |
92
|
|
|
|
93
|
|
|
if ($oldExists && $newExists) { |
94
|
|
|
$oldID++; |
95
|
|
|
$newID++; |
96
|
|
|
$sectorMap[$newID] = $oldID; |
97
|
|
|
} elseif ($newExists) { |
98
|
|
|
$newID++; |
99
|
|
|
$sectorMap[$newID] = false; |
100
|
|
|
} elseif ($oldExists) { |
101
|
|
|
$oldID++; |
102
|
|
|
// Remove this sector and everything in it |
103
|
|
|
$delSector = SmrSector::getSector($gameID, $oldID); |
104
|
|
|
$delSector->removeAllFixtures(); |
105
|
|
|
$db->write('DELETE FROM sector WHERE ' . $delSector->getSQL()); |
106
|
|
|
} |
107
|
|
|
} |
108
|
|
|
} |
109
|
|
|
} |
110
|
|
|
|
111
|
|
|
// Save remaining old warps to re-add later, then clear all warp data. |
112
|
|
|
// This is necessary because we will be manually modifying sector IDs. |
113
|
|
|
$oldWarps = []; |
114
|
|
|
foreach ($galaxies as $galaxy) { |
115
|
|
|
foreach ($galaxy->getSectors() as $galSector) { |
116
|
|
|
if ($galSector->hasWarp()) { |
117
|
|
|
$oldWarps[$galSector->getSectorID()] = $galSector->getWarp(); |
118
|
|
|
} |
119
|
|
|
} |
120
|
|
|
} |
121
|
|
|
$db->write('UPDATE sector SET warp = 0 WHERE game_id = ' . $db->escapeNumber($gameID)); |
122
|
|
|
|
123
|
|
|
// Many sectors will have their IDs shifted up or down, so we need to modify |
124
|
|
|
// the primary keys for the sector table as well as planets, ports, etc. |
125
|
|
|
// We have to do this in a loop to ensure that the new sector ID will not |
126
|
|
|
// collide with an old sector ID that hasn't been shifted yet (because we |
127
|
|
|
// may be both adding and removing sectors). |
128
|
|
|
// |
129
|
|
|
// NOTE: We have already accounted for collisions from removing sectors by |
130
|
|
|
// deleting all fixtures from sectors that will no longer exist. |
131
|
|
|
$needsUpdate = $sectorMap; |
132
|
|
|
while ($needsUpdate) { |
133
|
|
|
foreach ($needsUpdate as $newID => $oldID) { |
134
|
|
|
// If sector is new or has the same ID, then no shifting is necessary |
135
|
|
|
if ($oldID === false || $oldID == $newID) { |
136
|
|
|
unset($needsUpdate[$newID]); |
137
|
|
|
continue; |
138
|
|
|
} |
139
|
|
|
|
140
|
|
|
// If the oldID still exists, then we have to defer shifting until |
141
|
|
|
// this destination has been vacated. |
142
|
|
|
if (array_search($newID, $needsUpdate)) { |
143
|
|
|
continue; |
144
|
|
|
} |
145
|
|
|
|
146
|
|
|
// Else we are ready to shift from oldID to newID |
147
|
|
|
$oldSector = SmrSector::getSector($gameID, $oldID); |
148
|
|
|
$SQL = 'SET sector_id = ' . $db->escapeNumber($newID) . ' WHERE ' . $oldSector->getSQL(); |
149
|
|
|
|
150
|
|
|
if ($oldSector->hasPlanet()) { |
151
|
|
|
$db->write('UPDATE planet ' . $SQL); |
152
|
|
|
$db->write('UPDATE planet_has_building ' . $SQL); |
153
|
|
|
$db->write('UPDATE planet_has_cargo ' . $SQL); |
154
|
|
|
$db->write('UPDATE planet_has_weapon ' . $SQL); |
155
|
|
|
} |
156
|
|
|
|
157
|
|
|
if ($oldSector->hasPort()) { |
158
|
|
|
$db->write('UPDATE port ' . $SQL); |
159
|
|
|
$db->write('UPDATE port_has_goods ' . $SQL); |
160
|
|
|
} |
161
|
|
|
|
162
|
|
|
if ($oldSector->hasLocation()) { |
163
|
|
|
$db->write('UPDATE location ' . $SQL); |
164
|
|
|
} |
165
|
|
|
|
166
|
|
|
$db->write('UPDATE sector ' . $SQL); |
167
|
|
|
unset($needsUpdate[$newID]); |
168
|
|
|
} |
169
|
|
|
} |
170
|
|
|
|
171
|
|
|
// Clear all the caches, since they are associated with the old IDs. |
172
|
|
|
// NOTE: We can't re-initialize the cache here because the sectors |
173
|
|
|
// still have the wrong galaxy ID at this point. |
174
|
|
|
SmrSector::clearCache(); |
175
|
|
|
SmrPort::clearCache(); |
176
|
|
|
SmrPlanet::clearCache(); |
177
|
|
|
SmrLocation::clearCache(); |
178
|
|
|
|
179
|
|
|
// Create any new sectors that need to be made |
180
|
|
|
foreach ($sectorMap as $newID => $oldID) { |
181
|
|
|
if ($oldID === false) { |
182
|
|
|
SmrSector::createSector($gameID, $newID); |
183
|
|
|
} |
184
|
|
|
} |
185
|
|
|
|
186
|
|
|
// Finally, modify sector properties (galaxy ID, links, and warps) |
187
|
|
|
foreach ($sectorMap as $newID => $oldID) { |
188
|
|
|
$newSector = SmrSector::getSector($gameID, $newID); |
189
|
|
|
|
190
|
|
|
// Update the galaxy ID |
191
|
|
|
// NOTE: this must be done before SmrGalaxy::getSectors is called |
192
|
|
|
foreach ($galaxies as $galaxy) { |
193
|
|
|
if ($galaxy->contains($newID)) { |
194
|
|
|
$newSector->setGalaxyID($galaxy->getGalaxyID()); |
195
|
|
|
} |
196
|
|
|
} |
197
|
|
|
|
198
|
|
|
// Update the sector connections |
199
|
|
|
foreach (['Up', 'Down', 'Left', 'Right'] as $dir) { |
200
|
|
|
if ($oldID === false) { |
201
|
|
|
// No sector walls for newly added sectors |
202
|
|
|
$newSector->enableLink($dir); |
203
|
|
|
} else { |
204
|
|
|
// Toggle links twice to reset them (since this internally handles |
205
|
|
|
// the calculation of the neighboring sector IDs). |
206
|
|
|
$newSector->toggleLink($dir); |
207
|
|
|
$newSector->toggleLink($dir); |
208
|
|
|
} |
209
|
|
|
} |
210
|
|
|
|
211
|
|
|
// Update the warp |
212
|
|
|
if ($oldID !== false && isset($oldWarps[$oldID])) { |
213
|
|
|
$oldWarpID = $oldWarps[$oldID]; |
214
|
|
|
$newWarpID = array_search($oldWarpID, $sectorMap); |
215
|
|
|
if ($newWarpID === false) { |
216
|
|
|
throw new Exception('Warp sector unexpectedly missing from mapping: ' . $oldWarpID); |
217
|
|
|
} |
218
|
|
|
$newSector->setWarp(SmrSector::getSector($gameID, $newWarpID)); |
|
|
|
|
219
|
|
|
} |
220
|
|
|
} |
221
|
|
|
|
222
|
|
|
SmrGalaxy::saveGalaxies(); |
223
|
|
|
SmrSector::saveSectors(); |
224
|
|
|
|
225
|
|
|
$message = '<span class="green">SUCCESS: </span>Edited galaxies (sizes have changed).'; |
226
|
|
|
$container = new EditGalaxy($this->gameID, $this->galaxyID, $message); |
227
|
|
|
$container->go(); |
228
|
|
|
} |
229
|
|
|
|
230
|
|
|
} |
231
|
|
|
|