1
|
|
|
<?php declare(strict_types=1); |
2
|
|
|
|
3
|
|
|
use Smr\Container\DiContainer; |
4
|
|
|
use Smr\Database; |
5
|
|
|
use Smr\Epoch; |
6
|
|
|
use Smr\Npc\Exceptions\FinalAction; |
7
|
|
|
use Smr\Npc\Exceptions\ForwardAction; |
8
|
|
|
use Smr\Npc\Exceptions\TradeRouteDrained; |
9
|
|
|
use Smr\Npc\NpcActor; |
10
|
|
|
use Smr\Page\Page; |
11
|
|
|
use Smr\Pages\Account\ErrorDisplay; |
12
|
|
|
use Smr\Pages\Player\CargoDumpProcessor; |
13
|
|
|
use Smr\Pages\Player\CurrentSector; |
14
|
|
|
use Smr\Pages\Player\PlotCourseConventionalProcessor; |
15
|
|
|
use Smr\Pages\Player\PlotCourseNearestProcessor; |
16
|
|
|
use Smr\Pages\Player\SectorMoveProcessor; |
17
|
|
|
use Smr\Pages\Player\ShopGoodsProcessor; |
18
|
|
|
use Smr\Race; |
19
|
|
|
use Smr\Routes\RouteGenerator; |
20
|
|
|
use Smr\SectorLock; |
21
|
|
|
use Smr\TradeGood; |
22
|
|
|
use Smr\TransactionType; |
23
|
|
|
|
24
|
|
|
function overrideForward(Page $container): never { |
25
|
|
|
global $forwardedContainer; |
26
|
|
|
$forwardedContainer = $container; |
27
|
|
|
if ($container instanceof ErrorDisplay) { |
28
|
|
|
// We hit a create_error - this shouldn't happen for an NPC often, |
29
|
|
|
// for now we want to throw an exception for it for testing. |
30
|
|
|
debug('Hit an error'); |
31
|
|
|
throw new Exception($container->message); |
32
|
|
|
} |
33
|
|
|
// We have to throw the exception to get back up the stack, |
34
|
|
|
// otherwise we quickly hit problems of overflowing the stack. |
35
|
|
|
throw new ForwardAction(); |
36
|
|
|
} |
37
|
|
|
const OVERRIDE_FORWARD = true; |
38
|
|
|
|
39
|
|
|
// global config |
40
|
|
|
require_once(realpath(dirname(__FILE__)) . '/../../bootstrap.php'); |
41
|
|
|
|
42
|
|
|
// Enable NPC-specific conditions |
43
|
|
|
DiContainer::getContainer()->set('NPC_SCRIPT', true); |
44
|
|
|
|
45
|
|
|
// Raise exceptions for all types of errors for improved error reporting |
46
|
|
|
// and to attempt to shut down the NPCs cleanly on errors. |
47
|
|
|
set_error_handler('exception_error_handler'); |
48
|
|
|
|
49
|
|
|
const SHIP_UPGRADE_PATH = [ |
50
|
|
|
RACE_ALSKANT => [ |
51
|
|
|
SHIP_TYPE_TRADE_MASTER, |
52
|
|
|
SHIP_TYPE_DEEP_SPACER, |
53
|
|
|
SHIP_TYPE_DEAL_MAKER, |
54
|
|
|
SHIP_TYPE_TRIP_MAKER, |
55
|
|
|
SHIP_TYPE_SMALL_TIMER, |
56
|
|
|
], |
57
|
|
|
RACE_CREONTI => [ |
58
|
|
|
SHIP_TYPE_DEVASTATOR, |
59
|
|
|
SHIP_TYPE_JUGGERNAUT, |
60
|
|
|
SHIP_TYPE_GOLIATH, |
61
|
|
|
SHIP_TYPE_LEVIATHAN, |
62
|
|
|
SHIP_TYPE_MEDIUM_CARGO_HULK, |
63
|
|
|
], |
64
|
|
|
RACE_HUMAN => [ |
65
|
|
|
SHIP_TYPE_DESTROYER, |
66
|
|
|
SHIP_TYPE_BORDER_CRUISER, |
67
|
|
|
SHIP_TYPE_AMBASSADOR, |
68
|
|
|
SHIP_TYPE_RENAISSANCE, |
69
|
|
|
SHIP_TYPE_LIGHT_FREIGHTER, |
70
|
|
|
], |
71
|
|
|
RACE_IKTHORNE => [ |
72
|
|
|
SHIP_TYPE_MOTHER_SHIP, |
73
|
|
|
SHIP_TYPE_ADVANCED_CARRIER, |
74
|
|
|
SHIP_TYPE_FAVOURED_OFFSPRING, |
75
|
|
|
SHIP_TYPE_PROTO_CARRIER, |
76
|
|
|
SHIP_TYPE_TINY_DELIGHT, |
77
|
|
|
], |
78
|
|
|
RACE_SALVENE => [ |
79
|
|
|
SHIP_TYPE_EATER_OF_SOULS, |
80
|
|
|
SHIP_TYPE_RAVAGER, |
81
|
|
|
SHIP_TYPE_PREDATOR, |
82
|
|
|
SHIP_TYPE_DRUDGE, |
83
|
|
|
SHIP_TYPE_HATCHLINGS_DUE, |
84
|
|
|
], |
85
|
|
|
RACE_THEVIAN => [ |
86
|
|
|
SHIP_TYPE_ASSAULT_CRAFT, |
87
|
|
|
SHIP_TYPE_CARAPACE, |
88
|
|
|
SHIP_TYPE_BOUNTY_HUNTER, |
89
|
|
|
SHIP_TYPE_EXPEDITER, |
90
|
|
|
SHIP_TYPE_SWIFT_VENTURE, |
91
|
|
|
], |
92
|
|
|
RACE_WQHUMAN => [ |
93
|
|
|
SHIP_TYPE_DARK_MIRAGE, |
94
|
|
|
SHIP_TYPE_BLOCKADE_RUNNER, |
95
|
|
|
SHIP_TYPE_ROGUE, |
96
|
|
|
SHIP_TYPE_RESISTANCE, |
97
|
|
|
SHIP_TYPE_SLIP_FREIGHTER, |
98
|
|
|
], |
99
|
|
|
RACE_NIJARIN => [ |
100
|
|
|
SHIP_TYPE_FURY, |
101
|
|
|
SHIP_TYPE_VINDICATOR, |
102
|
|
|
SHIP_TYPE_VENGEANCE, |
103
|
|
|
SHIP_TYPE_RETALIATION, |
104
|
|
|
SHIP_TYPE_REDEEMER, |
105
|
|
|
], |
106
|
|
|
]; |
107
|
|
|
|
108
|
|
|
|
109
|
|
|
try { |
110
|
|
|
while (npcDriver() === false) { |
111
|
|
|
// No actions taken, try another NPC |
112
|
|
|
} |
113
|
|
|
} catch (Throwable $e) { |
114
|
|
|
logException($e); |
|
|
|
|
115
|
|
|
} |
116
|
|
|
// Try to shut down cleanly |
117
|
|
|
exitNPC(); |
118
|
|
|
|
119
|
|
|
|
120
|
|
|
/** |
121
|
|
|
* @return bool If the NPC performed any actions |
122
|
|
|
*/ |
123
|
|
|
function npcDriver(): bool { |
124
|
|
|
global $previousContainer; |
125
|
|
|
|
126
|
|
|
$session = Smr\Session::getInstance(); |
127
|
|
|
$session->setCurrentVar(new Page()); // initialize fake var |
128
|
|
|
|
129
|
|
|
// Load the first available NPC |
130
|
|
|
changeNPCLogin(); |
131
|
|
|
|
132
|
|
|
// We chose a new NPC, we don't care what we were doing beforehand. |
133
|
|
|
$previousContainer = null; |
134
|
|
|
|
135
|
|
|
try { |
136
|
|
|
$actor = new NpcActor($session->getGameID(), $session->getAccountID()); |
137
|
|
|
} catch (FinalAction) { |
138
|
|
|
// Startup conditions not satisfied, try another NPC |
139
|
|
|
return false; |
140
|
|
|
} |
141
|
|
|
|
142
|
|
|
// Loop over actions for this NPC |
143
|
|
|
while (true) { |
144
|
|
|
try { |
145
|
|
|
$container = $actor->getNextAction(); |
146
|
|
|
processContainer($container); |
147
|
|
|
} catch (ForwardAction) { |
148
|
|
|
// we took an action |
149
|
|
|
} catch (FinalAction) { |
150
|
|
|
$actor->shutdown(); |
151
|
|
|
// switch to a new NPC if we haven't taken any actions yet |
152
|
|
|
return $actor->getNumActions() > 0; |
153
|
|
|
} finally { |
154
|
|
|
// Save any changes that we made during this action |
155
|
|
|
saveAllAndReleaseLock(updateSession: false); |
156
|
|
|
|
157
|
|
|
//Clean up the caches as the data may get changed by other players |
158
|
|
|
clearCaches(); |
159
|
|
|
} |
160
|
|
|
|
161
|
|
|
//Have a sleep between actions |
162
|
|
|
sleepNPC(); |
163
|
|
|
} |
164
|
|
|
} |
165
|
|
|
|
166
|
|
|
function clearCaches(): void { |
167
|
|
|
SmrSector::clearCache(); |
168
|
|
|
SmrPlayer::clearCache(); |
169
|
|
|
SmrShip::clearCache(); |
170
|
|
|
SmrForce::clearCache(); |
171
|
|
|
SmrPort::clearCache(); |
172
|
|
|
} |
173
|
|
|
|
174
|
|
|
function debug(string $message, mixed $debugObject = null): void { |
175
|
|
|
echo date('Y-m-d H:i:s - ') . $message . ($debugObject !== null ? EOL . var_export($debugObject, true) : '') . EOL; |
176
|
|
|
if (NPC_LOG_TO_DATABASE) { |
177
|
|
|
$session = Smr\Session::getInstance(); |
178
|
|
|
$accountID = $session->getAccountID(); |
179
|
|
|
$var = $session->getCurrentVar(); |
180
|
|
|
$db = Database::getInstance(); |
181
|
|
|
$logID = $db->insert('npc_logs', [ |
182
|
|
|
'script_id' => $db->escapeNumber(defined('SCRIPT_ID') ? SCRIPT_ID : 0), |
183
|
|
|
'npc_id' => $db->escapeNumber($accountID), |
184
|
|
|
'time' => 'NOW()', |
185
|
|
|
'message' => $db->escapeString($message), |
186
|
|
|
'debug_info' => $db->escapeString(var_export($debugObject, true)), |
187
|
|
|
'var' => $db->escapeString(var_export($var, true)), |
188
|
|
|
]); |
189
|
|
|
|
190
|
|
|
// On the first call to debug, we need to update the script_id retroactively |
191
|
|
|
if (!defined('SCRIPT_ID')) { |
192
|
|
|
define('SCRIPT_ID', $logID); |
193
|
|
|
$db->write('UPDATE npc_logs SET script_id=' . SCRIPT_ID . ' WHERE log_id=' . SCRIPT_ID); |
194
|
|
|
} |
195
|
|
|
} |
196
|
|
|
} |
197
|
|
|
|
198
|
|
|
/** |
199
|
|
|
* Determines if a player has enough turns to start taking actions |
200
|
|
|
*/ |
201
|
|
|
function checkStartConditions(AbstractSmrPlayer $player): void { |
202
|
|
|
$minTurnsThreshold = rand($player->getMaxTurns() / 2, $player->getMaxTurns()); |
203
|
|
|
if ($player->getTurns() < $minTurnsThreshold && !$player->canFight()) { |
204
|
|
|
debug('We don\'t have enough turns to bother starting trading, and we are protected: ' . $player->getTurns()); |
205
|
|
|
throw new FinalAction(); |
206
|
|
|
} |
207
|
|
|
} |
208
|
|
|
|
209
|
|
|
function processContainer(Page $container): never { |
210
|
|
|
global $forwardedContainer, $previousContainer; |
211
|
|
|
$session = Smr\Session::getInstance(); |
212
|
|
|
$player = $session->getPlayer(); |
213
|
|
|
if ($container == $previousContainer && $forwardedContainer->file != 'forces_attack.php') { |
214
|
|
|
debug('We are executing the same container twice?', ['ForwardedContainer' => $forwardedContainer, 'Container' => $container]); |
215
|
|
|
if (!$player->canFight()) { |
216
|
|
|
// Only throw the exception if we have protection, otherwise let's hope that the NPC will be able to find its way to safety rather than dying in the open. |
217
|
|
|
throw new Exception('We are executing the same container twice?'); |
218
|
|
|
} |
219
|
|
|
} |
220
|
|
|
clearCaches(); //Clear caches of anything we have used for decision making before processing container and getting lock. |
221
|
|
|
$previousContainer = $container; |
222
|
|
|
debug('Executing container', $container); |
223
|
|
|
// The next "page request" must occur at an updated time. |
224
|
|
|
Epoch::update(); |
225
|
|
|
$session->setCurrentVar($container); |
226
|
|
|
|
227
|
|
|
SectorLock::getInstance()->acquireForPlayer($player); |
228
|
|
|
$container->process(); |
229
|
|
|
throw new Exception('Container did not forward as expected!'); |
230
|
|
|
} |
231
|
|
|
|
232
|
|
|
function sleepNPC(): void { |
233
|
|
|
usleep(rand(NPC_MIN_SLEEP_TIME, NPC_MAX_SLEEP_TIME)); //Sleep for a random time |
234
|
|
|
} |
235
|
|
|
|
236
|
|
|
// Releases an NPC when it is done working |
237
|
|
|
function releaseNPC(): void { |
238
|
|
|
$session = Smr\Session::getInstance(); |
239
|
|
|
if (!$session->hasAccount()) { |
240
|
|
|
debug('releaseNPC: no NPC to release'); |
241
|
|
|
return; |
242
|
|
|
} |
243
|
|
|
$login = $session->getAccount()->getLogin(); |
244
|
|
|
$db = Database::getInstance(); |
245
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(false) . ' WHERE login=' . $db->escapeString($login)); |
246
|
|
|
if ($db->getChangedRows() > 0) { |
247
|
|
|
debug('Released NPC: ' . $login); |
248
|
|
|
} else { |
249
|
|
|
debug('Failed to release NPC: ' . $login); |
250
|
|
|
} |
251
|
|
|
|
252
|
|
|
// Delete sector lock associated with this NPC |
253
|
|
|
SectorLock::resetInstance(); |
254
|
|
|
} |
255
|
|
|
|
256
|
|
|
function exitNPC(): void { |
257
|
|
|
debug('Exiting NPC script.'); |
258
|
|
|
releaseNPC(); |
259
|
|
|
exit; |
|
|
|
|
260
|
|
|
} |
261
|
|
|
|
262
|
|
|
function changeNPCLogin(): void { |
263
|
|
|
// Release previous NPC, if any |
264
|
|
|
releaseNPC(); |
265
|
|
|
|
266
|
|
|
// Lacking a convenient way to get up-to-date turns, order NPCs by how |
267
|
|
|
// recently they have taken an action. |
268
|
|
|
debug('Choosing new NPC'); |
269
|
|
|
static $availableNpcs = null; |
270
|
|
|
|
271
|
|
|
$db = Database::getInstance(); |
272
|
|
|
$session = Smr\Session::getInstance(); |
273
|
|
|
|
274
|
|
|
if ($availableNpcs === null) { |
275
|
|
|
// Make sure NPC's have been set up in the database |
276
|
|
|
$dbResult = $db->read('SELECT 1 FROM npc_logins LIMIT 1'); |
277
|
|
|
if (!$dbResult->hasRecord()) { |
278
|
|
|
debug('No NPCs have been created yet!'); |
279
|
|
|
exitNPC(); |
280
|
|
|
} |
281
|
|
|
|
282
|
|
|
// Make sure to select NPCs from active games only |
283
|
|
|
$dbResult = $db->read('SELECT account_id, game_id FROM player JOIN account USING(account_id) JOIN npc_logins USING(login) JOIN game USING(game_id) WHERE active=\'TRUE\' AND working=\'FALSE\' AND start_time < ' . $db->escapeNumber(Epoch::time()) . ' AND end_time > ' . $db->escapeNumber(Epoch::time()) . ' ORDER BY last_turn_update ASC'); |
284
|
|
|
foreach ($dbResult->records() as $dbRecord) { |
285
|
|
|
$availableNpcs[] = [ |
286
|
|
|
'account_id' => $dbRecord->getInt('account_id'), |
287
|
|
|
'game_id' => $dbRecord->getInt('game_id'), |
288
|
|
|
]; |
289
|
|
|
} |
290
|
|
|
} |
291
|
|
|
|
292
|
|
|
if (empty($availableNpcs)) { |
293
|
|
|
debug('No free NPCs'); |
294
|
|
|
exitNPC(); |
295
|
|
|
} |
296
|
|
|
|
297
|
|
|
// Pop an NPC off the top of the stack to activate |
298
|
|
|
$npc = array_shift($availableNpcs); |
299
|
|
|
|
300
|
|
|
// Update session info for this chosen NPC |
301
|
|
|
$account = SmrAccount::getAccount($npc['account_id']); |
302
|
|
|
$session->setAccount($account); |
303
|
|
|
$session->updateGame($npc['game_id']); |
304
|
|
|
|
305
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(true) . ' WHERE login=' . $db->escapeString($account->getLogin())); |
306
|
|
|
debug('Chosen NPC: login = ' . $account->getLogin() . ', game = ' . $session->getGameID() . ', player = ' . $session->getPlayer()->getPlayerName()); |
307
|
|
|
} |
308
|
|
|
|
309
|
|
|
function tradeGoods(int $goodID, AbstractSmrPlayer $player, SmrPort $port): Page { |
310
|
|
|
sleepNPC(); //We have an extra sleep at port to make the NPC more vulnerable. |
311
|
|
|
$ship = $player->getShip(); |
312
|
|
|
$relations = $player->getRelation($port->getRaceID()); |
313
|
|
|
|
314
|
|
|
$transaction = $port->getGoodTransaction($goodID); |
315
|
|
|
|
316
|
|
|
if ($transaction === TransactionType::Buy) { |
317
|
|
|
debug('Buy Goods'); |
318
|
|
|
$amount = $ship->getEmptyHolds(); |
319
|
|
|
} else { |
320
|
|
|
debug('Sell Goods'); |
321
|
|
|
$amount = $ship->getCargo($goodID); |
322
|
|
|
} |
323
|
|
|
|
324
|
|
|
if ($port->getGoodAmount($goodID) < $amount) { |
325
|
|
|
throw new TradeRouteDrained(); |
326
|
|
|
} |
327
|
|
|
|
328
|
|
|
$idealPrice = $port->getIdealPrice($goodID, $transaction, $amount, $relations); |
329
|
|
|
$offeredPrice = $port->getOfferPrice($idealPrice, $relations, $transaction); |
330
|
|
|
|
331
|
|
|
return new ShopGoodsProcessor( |
332
|
|
|
goodID: $goodID, |
333
|
|
|
amount: $amount, |
334
|
|
|
bargainNumber: 1, |
335
|
|
|
bargainPrice: $offeredPrice // take the offered price |
336
|
|
|
); |
337
|
|
|
} |
338
|
|
|
|
339
|
|
|
function dumpCargo(AbstractSmrPlayer $player): Page { |
340
|
|
|
$ship = $player->getShip(); |
341
|
|
|
$cargo = $ship->getCargo(); |
342
|
|
|
debug('Ship Cargo', $cargo); |
343
|
|
|
foreach ($cargo as $goodID => $amount) { |
344
|
|
|
if ($amount > 0) { |
345
|
|
|
return new CargoDumpProcessor($goodID, $amount); |
346
|
|
|
} |
347
|
|
|
} |
348
|
|
|
throw new Exception('Called dumpCargo without any cargo!'); |
349
|
|
|
} |
350
|
|
|
|
351
|
|
|
function plotToSector(AbstractSmrPlayer $player, int $sectorID): Page { |
352
|
|
|
return new PlotCourseConventionalProcessor(from: $player->getSectorID(), to: $sectorID); |
353
|
|
|
} |
354
|
|
|
|
355
|
|
|
function plotToFed(AbstractSmrPlayer $player): Page { |
356
|
|
|
debug('Plotting To Fed'); |
357
|
|
|
|
358
|
|
|
// Always drop illegal goods before heading to fed space |
359
|
|
|
if ($player->getShip()->hasIllegalGoods()) { |
360
|
|
|
debug('Dumping illegal goods'); |
361
|
|
|
processContainer(dumpCargo($player)); |
362
|
|
|
} |
363
|
|
|
|
364
|
|
|
$fedLocID = $player->getRaceID() + LOCATION_GROUP_RACIAL_BEACONS; |
365
|
|
|
$container = plotToNearest($player, SmrLocation::getLocation($player->getGameID(), $fedLocID)); |
366
|
|
|
if ($container === false) { |
|
|
|
|
367
|
|
|
debug('Plotted to fed whilst in fed, switch NPC and wait for turns'); |
368
|
|
|
throw new FinalAction(); |
369
|
|
|
} |
370
|
|
|
return $container; |
371
|
|
|
} |
372
|
|
|
|
373
|
|
|
function plotToNearest(AbstractSmrPlayer $player, mixed $realX): Page|false { |
374
|
|
|
debug('Plotting To: ', $realX); //TODO: Can we make the debug output a bit nicer? |
375
|
|
|
|
376
|
|
|
if ($player->getSector()->hasX($realX)) { //Check if current sector has what we're looking for before we attempt to plot and get error. |
377
|
|
|
debug('Already available in sector'); |
378
|
|
|
return false; |
379
|
|
|
} |
380
|
|
|
|
381
|
|
|
return new PlotCourseNearestProcessor($realX); |
382
|
|
|
} |
383
|
|
|
|
384
|
|
|
function moveToSector(AbstractSmrPlayer $player, int $targetSector): Page { |
385
|
|
|
debug('Moving from #' . $player->getSectorID() . ' to #' . $targetSector); |
386
|
|
|
return new SectorMoveProcessor($targetSector, new CurrentSector()); |
387
|
|
|
} |
388
|
|
|
|
389
|
|
|
function checkForShipUpgrade(AbstractSmrPlayer $player): void { |
390
|
|
|
foreach (SHIP_UPGRADE_PATH[$player->getRaceID()] as $upgradeShipID) { |
391
|
|
|
if ($player->getShipTypeID() == $upgradeShipID) { |
392
|
|
|
//We can't upgrade, only downgrade. |
393
|
|
|
return; |
394
|
|
|
} |
395
|
|
|
$cost = $player->getShip()->getCostToUpgrade($upgradeShipID); |
396
|
|
|
$balance = $player->getCredits() - $cost; |
397
|
|
|
if ($balance > NPC_MINIMUM_RESERVE_CREDITS) { |
398
|
|
|
debug('Upgrading to ship type: ' . $upgradeShipID); |
399
|
|
|
$player->setCredits($balance); |
400
|
|
|
$player->getShip()->setTypeID($upgradeShipID); |
401
|
|
|
return; |
402
|
|
|
} |
403
|
|
|
} |
404
|
|
|
} |
405
|
|
|
|
406
|
|
|
function setupShip(AbstractSmrPlayer $player): void { |
407
|
|
|
// Upgrade ships if we can |
408
|
|
|
checkForShipUpgrade($player); |
409
|
|
|
|
410
|
|
|
// Start the NPC with max hardware |
411
|
|
|
$ship = $player->getShip(); |
412
|
|
|
$ship->setHardwareToMax(); |
413
|
|
|
|
414
|
|
|
// Equip the ship with as many lasers as it can hold |
415
|
|
|
$weaponIDs = [ |
416
|
|
|
WEAPON_TYPE_PLANETARY_PULSE_LASER, |
417
|
|
|
WEAPON_TYPE_HUGE_PULSE_LASER, |
418
|
|
|
WEAPON_TYPE_HUGE_PULSE_LASER, |
419
|
|
|
WEAPON_TYPE_LARGE_PULSE_LASER, |
420
|
|
|
WEAPON_TYPE_LARGE_PULSE_LASER, |
421
|
|
|
WEAPON_TYPE_LARGE_PULSE_LASER, |
422
|
|
|
WEAPON_TYPE_LASER, |
423
|
|
|
]; |
424
|
|
|
$ship->removeAllWeapons(); |
425
|
|
|
while ($ship->hasOpenWeaponSlots()) { |
426
|
|
|
$weapon = SmrWeapon::getWeapon(array_shift($weaponIDs)); |
427
|
|
|
$ship->addWeapon($weapon); |
428
|
|
|
} |
429
|
|
|
|
430
|
|
|
// Enable special hardware |
431
|
|
|
if ($ship->hasCloak()) { |
432
|
|
|
$ship->enableCloak(); |
433
|
|
|
} |
434
|
|
|
if ($ship->hasIllusion()) { |
435
|
|
|
$illusionShipID = array_rand_value(SHIP_UPGRADE_PATH[$player->getRaceID()]); |
|
|
|
|
436
|
|
|
$ship->setIllusion($illusionShipID, rand(8, 25), rand(6, 20)); |
437
|
|
|
} |
438
|
|
|
|
439
|
|
|
// Update database (not essential to have a lock here) |
440
|
|
|
$player->update(); |
441
|
|
|
$ship->update(); |
442
|
|
|
} |
443
|
|
|
|
444
|
|
|
/** |
445
|
|
|
* @return array<Smr\Routes\MultiplePortRoute> |
446
|
|
|
*/ |
447
|
|
|
function findRoutes(AbstractSmrPlayer $player): array { |
448
|
|
|
debug('Finding Routes'); |
449
|
|
|
|
450
|
|
|
$tradeGoods = [GOODS_NOTHING => false]; |
451
|
|
|
foreach (TradeGood::getAll() as $goodID => $good) { |
452
|
|
|
if ($player->meetsAlignmentRestriction($good->alignRestriction)) { |
453
|
|
|
$tradeGoods[$goodID] = true; |
454
|
|
|
} else { |
455
|
|
|
$tradeGoods[$goodID] = false; |
456
|
|
|
} |
457
|
|
|
} |
458
|
|
|
|
459
|
|
|
// Only allow NPCs to trade at ports of their race and neutral ports |
460
|
|
|
$tradeRaces = []; |
461
|
|
|
foreach (Race::getAllIDs() as $raceID) { |
462
|
|
|
$tradeRaces[$raceID] = false; |
463
|
|
|
} |
464
|
|
|
$tradeRaces[$player->getRaceID()] = true; |
465
|
|
|
$tradeRaces[RACE_NEUTRAL] = true; |
466
|
|
|
|
467
|
|
|
// Trade in all Racial/Neutral galaxies up until the first Planet galaxy |
468
|
|
|
$galaxies = []; |
469
|
|
|
foreach ($player->getGame()->getGalaxies() as $galaxy) { |
470
|
|
|
if ($galaxy->getGalaxyType() == SmrGalaxy::TYPE_PLANET) { |
471
|
|
|
break; |
472
|
|
|
} |
473
|
|
|
$galaxies[] = $galaxy; |
474
|
|
|
} |
475
|
|
|
// Fallback to current galaxy in case this has selected no galaxies |
476
|
|
|
if (count($galaxies) == 0) { |
477
|
|
|
$galaxies[] = $player->getSector()->getGalaxy(); |
478
|
|
|
} |
479
|
|
|
|
480
|
|
|
// Determine the trade area (start of first galaxy to end of last) |
481
|
|
|
$startSectorID = reset($galaxies)->getStartSector(); |
482
|
|
|
$endSectorID = end($galaxies)->getEndSector(); |
483
|
|
|
|
484
|
|
|
$maxNumberOfPorts = 2; |
485
|
|
|
$routesForPort = -1; |
486
|
|
|
$numberOfRoutes = 100; |
487
|
|
|
$maxDistance = 15; |
488
|
|
|
|
489
|
|
|
$db = Database::getInstance(); |
490
|
|
|
$dbResult = $db->read('SELECT routes FROM route_cache WHERE game_id=' . $db->escapeNumber($player->getGameID()) . ' AND max_ports=' . $db->escapeNumber($maxNumberOfPorts) . ' AND goods_allowed=' . $db->escapeObject($tradeGoods) . ' AND races_allowed=' . $db->escapeObject($tradeRaces) . ' AND start_sector_id=' . $db->escapeNumber($startSectorID) . ' AND end_sector_id=' . $db->escapeNumber($endSectorID) . ' AND routes_for_port=' . $db->escapeNumber($routesForPort) . ' AND max_distance=' . $db->escapeNumber($maxDistance)); |
491
|
|
|
if ($dbResult->hasRecord()) { |
492
|
|
|
$routes = $dbResult->record()->getObject('routes', true); |
493
|
|
|
debug('Using Cached Routes: #' . count($routes)); |
494
|
|
|
return $routes; |
495
|
|
|
} |
496
|
|
|
|
497
|
|
|
debug('Generating Routes'); |
498
|
|
|
$ports = []; |
499
|
|
|
foreach ($galaxies as $galaxy) { |
500
|
|
|
$ports += $galaxy->getPorts(); // Merge arrays |
501
|
|
|
} |
502
|
|
|
|
503
|
|
|
$distances = Plotter::calculatePortToPortDistances($ports, $tradeRaces, $maxDistance, $startSectorID, $endSectorID); |
504
|
|
|
|
505
|
|
|
$allRoutes = RouteGenerator::generateMultiPortRoutes($maxNumberOfPorts, $ports, $tradeGoods, $tradeRaces, $distances, $routesForPort, $numberOfRoutes); |
506
|
|
|
|
507
|
|
|
unset($distances); |
508
|
|
|
|
509
|
|
|
$routesMerged = []; |
510
|
|
|
foreach ($allRoutes[RouteGenerator::MONEY_ROUTE] as $routesByMulti) { |
511
|
|
|
$routesMerged += $routesByMulti; //Merge arrays |
512
|
|
|
} |
513
|
|
|
|
514
|
|
|
SmrPort::clearCache(); |
515
|
|
|
SmrSector::clearCache(); |
516
|
|
|
|
517
|
|
|
if (count($routesMerged) == 0) { |
518
|
|
|
debug('Could not find any routes! Try another NPC.'); |
519
|
|
|
throw new FinalAction(); |
520
|
|
|
} |
521
|
|
|
|
522
|
|
|
$db->insert('route_cache', [ |
523
|
|
|
'game_id' => $db->escapeNumber($player->getGameID()), |
524
|
|
|
'max_ports' => $db->escapeNumber($maxNumberOfPorts), |
525
|
|
|
'goods_allowed' => $db->escapeObject($tradeGoods), |
526
|
|
|
'races_allowed' => $db->escapeObject($tradeRaces), |
527
|
|
|
'start_sector_id' => $db->escapeNumber($startSectorID), |
528
|
|
|
'end_sector_id' => $db->escapeNumber($endSectorID), |
529
|
|
|
'routes_for_port' => $db->escapeNumber($routesForPort), |
530
|
|
|
'max_distance' => $db->escapeNumber($maxDistance), |
531
|
|
|
'routes' => $db->escapeObject($routesMerged, true), |
532
|
|
|
]); |
533
|
|
|
debug('Found Routes: #' . count($routesMerged)); |
534
|
|
|
return $routesMerged; |
535
|
|
|
} |
536
|
|
|
|