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1 | <?php declare(strict_types=1); |
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2 | |||
3 | use Smr\Exceptions\UserError; |
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4 | use Smr\Path; |
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5 | use Smr\PlotGroup; |
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6 | use Smr\TransactionType; |
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7 | |||
8 | class Plotter { |
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9 | |||
10 | public static function getX(PlotGroup $xType, int|string $X, int $gameID, AbstractSmrPlayer $player = null): mixed { |
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11 | // Special case for Location categories (i.e. Bar, HQ, SafeFed) |
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12 | if (!is_numeric($X)) { |
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13 | if ($xType != PlotGroup::Locations) { |
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14 | throw new Exception('Non-numeric X only exists for Locations'); |
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15 | } |
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16 | return $X; |
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17 | } |
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18 | |||
19 | // In all other cases, X is a numeric ID |
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20 | $X = str2int($X); |
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21 | |||
22 | // Helper function for plots to trade goods |
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23 | $getGoodWithTransaction = function(int $goodID) use ($xType, $player) { |
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24 | $good = Globals::getGood($goodID); |
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25 | if (isset($player) && !$player->meetsAlignmentRestriction($good['AlignRestriction'])) { |
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26 | throw new Exception('Player trying to access alignment-restricted good!'); |
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27 | } |
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28 | $good['TransactionType'] = TransactionType::from(explode(' ', $xType->value)[0]); |
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29 | return $good; |
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30 | }; |
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31 | |||
32 | return match ($xType) { |
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33 | PlotGroup::Technology => Globals::getHardwareTypes($X), |
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34 | PlotGroup::Ships => SmrShipType::get($X), |
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35 | PlotGroup::Weapons => SmrWeaponType::getWeaponType($X), |
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36 | PlotGroup::Locations => SmrLocation::getLocation($gameID, $X), |
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37 | PlotGroup::SellGoods, PlotGroup::BuyGoods => $getGoodWithTransaction($X), |
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38 | PlotGroup::Galaxies => SmrGalaxy::getGalaxy($gameID, $X), // $X is the galaxyID |
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39 | }; |
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40 | } |
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41 | |||
42 | /** |
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43 | * Returns the shortest path from $sector to $x as a Distance object. |
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44 | * The path is guaranteed reversible ($x -> $sector == $sector -> $x), which |
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45 | * is not true for findDistanceToX. If $x is not a SmrSector, then this |
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46 | * function does 2x the work. |
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47 | */ |
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48 | public static function findReversiblePathToX(mixed $x, SmrSector $sector, bool $useFirst, AbstractSmrPlayer $needsToHaveBeenExploredBy = null, AbstractSmrPlayer $player = null): Path { |
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49 | if ($x instanceof SmrSector) { |
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50 | |||
51 | // To ensure reversibility, always plot lowest to highest. |
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52 | $reverse = $sector->getSectorID() > $x->getSectorID(); |
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53 | if ($reverse) { |
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54 | $start = $x; |
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55 | $end = $sector; |
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56 | } else { |
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57 | $start = $sector; |
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58 | $end = $x; |
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59 | } |
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60 | $path = self::findDistanceToX($end, $start, $useFirst, $needsToHaveBeenExploredBy, $player); |
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61 | if ($path === false) { |
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62 | throw new UserError('Unable to plot from ' . $sector->getSectorID() . ' to ' . $x->getSectorID() . '.'); |
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63 | } |
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64 | // Reverse if we plotted $x -> $sector (since we want $sector -> $x) |
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65 | if ($reverse) { |
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66 | $path->reversePath(); |
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67 | } |
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68 | |||
69 | } else { |
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70 | |||
71 | // At this point we don't know what sector $x will be at |
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72 | $path = self::findDistanceToX($x, $sector, $useFirst, $needsToHaveBeenExploredBy, $player); |
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73 | if ($path === false) { |
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74 | throw new UserError('Unable to find what you\'re looking for, it either hasn\'t been added to this game or you haven\'t explored it yet.'); |
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75 | } |
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76 | // Now that we know where $x is, make sure path is reversible |
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77 | // (i.e. start sector < end sector) |
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78 | if ($path->getEndSectorID() < $sector->getSectorID()) { |
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79 | $endSector = SmrSector::getSector($sector->getGameID(), $path->getEndSectorID()); |
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80 | $path = self::findDistanceToX($sector, $endSector, true); |
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81 | $path->reversePath(); |
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82 | } |
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83 | |||
84 | } |
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85 | return $path; |
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86 | } |
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87 | |||
88 | /** |
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89 | * Returns the shortest path from $sector to $x as a Distance object. |
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90 | * $x can be any type implemented by SmrSector::hasX or the string 'Distance'. |
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91 | * The resulting path prefers neighbors in their order in SmrSector->links, |
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92 | * (i.e. up, down, left, right). |
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93 | * |
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94 | * @return Smr\Path|array<int, array<int, Smr\Path>>|false |
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95 | */ |
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96 | public static function findDistanceToX(mixed $x, SmrSector $sector, bool $useFirst, AbstractSmrPlayer $needsToHaveBeenExploredBy = null, AbstractSmrPlayer $player = null, int $distanceLimit = 10000, int $lowLimit = 0, int $highLimit = 100000): Path|array|false { |
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97 | $warpAddIndex = TURNS_WARP_SECTOR_EQUIVALENCE - 1; |
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98 | |||
99 | $checkSector = $sector; |
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100 | $gameID = $sector->getGameID(); |
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101 | $distances = []; |
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102 | $sectorsTravelled = 0; |
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103 | $visitedSectors = []; |
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104 | $visitedSectors[$checkSector->getSectorID()] = true; |
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105 | if ($x == 'Distance') { |
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106 | $distances[0][$checkSector->getSectorID()] = new Path($checkSector->getSectorID()); |
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107 | } |
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108 | |||
109 | $distanceQ = []; |
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110 | for ($i = 0; $i <= TURNS_WARP_SECTOR_EQUIVALENCE; $i++) { |
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111 | $distanceQ[] = []; |
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112 | } |
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113 | //Warps first as a slight optimisation due to how visitedSectors is set. |
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114 | if ($checkSector->hasWarp() === true) { |
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115 | $d = new Path($checkSector->getSectorID()); |
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116 | $d->addWarp($checkSector->getWarp()); |
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117 | $distanceQ[$warpAddIndex][] = $d; |
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118 | } |
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119 | foreach ($checkSector->getLinks() as $nextSector) { |
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120 | $visitedSectors[$nextSector] = true; |
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121 | $d = new Path($checkSector->getSectorID()); |
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122 | $d->addLink($nextSector); |
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123 | $distanceQ[0][] = $d; |
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124 | } |
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125 | $maybeWarps = 0; |
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126 | while ($maybeWarps <= TURNS_WARP_SECTOR_EQUIVALENCE) { |
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127 | $sectorsTravelled++; |
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128 | if ($sectorsTravelled > $distanceLimit) { |
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129 | return $distances; |
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130 | } |
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131 | if ($x == 'Distance') { |
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132 | $distances[$sectorsTravelled] = []; |
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133 | } |
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134 | $distanceQ[] = []; |
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135 | $q = array_shift($distanceQ); |
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136 | if (count($q) === 0) { |
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137 | $maybeWarps++; |
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138 | continue; |
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139 | } |
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140 | $maybeWarps = 0; |
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141 | while (($distance = array_shift($q)) !== null) { |
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142 | $checkSectorID = $distance->getEndSectorID(); |
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143 | $visitedSectors[$checkSectorID] = true; // This is here for warps, because they are delayed visits if we set this before the actual visit we'll get sectors marked as visited long before they are actually visited - causes problems when it's quicker to walk to the warp exit than to warp there. |
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144 | // We still need to mark walked sectors as visited before we go to each one otherwise we get a huge number of paths being checked twice (up then left, left then up are essentially the same but if we set up-left as visited only when we actually check it then it gets queued up twice - nasty) |
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145 | if ($checkSectorID >= $lowLimit && $checkSectorID <= $highLimit) { |
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146 | $checkSector = SmrSector::getSector($gameID, $checkSectorID); |
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147 | if ($x == 'Distance') { |
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148 | $distances[$sectorsTravelled][$checkSector->getSectorID()] = $distance; |
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149 | } elseif (($needsToHaveBeenExploredBy === null || $needsToHaveBeenExploredBy->hasVisitedSector($checkSector->getSectorID())) === true |
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150 | && $checkSector->hasX($x, $player) === true) { |
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151 | if ($useFirst === true) { |
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152 | return $distance; |
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153 | } |
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154 | $distances[$checkSector->getSectorID()] = $distance; |
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155 | } |
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156 | //Warps first as a slight optimisation due to how visitedSectors is set. |
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157 | if ($checkSector->hasWarp() === true) { |
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158 | if (!isset($visitedSectors[$checkSector->getWarp()])) { |
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159 | $cloneDistance = clone($distance); |
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160 | $cloneDistance->addWarp($checkSector->getWarp()); |
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161 | $distanceQ[$warpAddIndex][] = $cloneDistance; |
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162 | } |
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163 | } |
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164 | foreach ($checkSector->getLinks() as $nextSector) { |
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165 | if (!isset($visitedSectors[$nextSector])) { |
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166 | $visitedSectors[$nextSector] = true; |
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167 | |||
168 | $cloneDistance = clone($distance); |
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169 | $cloneDistance->addLink($nextSector); |
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170 | $distanceQ[0][] = $cloneDistance; |
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171 | } |
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172 | } |
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173 | } |
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174 | } |
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175 | } |
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176 | if ($useFirst === true) { |
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177 | return false; |
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178 | } |
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179 | return $distances; |
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180 | } |
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181 | |||
182 | /** |
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183 | * @param array<int, \SmrPort> $ports |
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184 | * @param array<int, bool> $races |
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185 | * @return array<int, array<int, Smr\Path>|false> |
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186 | */ |
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187 | public static function calculatePortToPortDistances(array $ports, array $races, int $distanceLimit = 10000, int $lowLimit = 0, int $highLimit = 100000): array { |
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188 | $distances = []; |
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189 | foreach ($ports as $port) { |
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190 | $sectorID = $port->getSectorID(); |
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191 | if ($races[$port->getRaceID()] && $sectorID >= $lowLimit && $sectorID <= $highLimit) { |
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192 | $distances[$sectorID] = self::findDistanceToOtherPorts($port->getSector(), $distanceLimit, $lowLimit, $highLimit); |
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193 | } |
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194 | } |
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195 | return $distances; |
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196 | } |
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197 | |||
198 | /** |
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199 | * @return array<int, Smr\Path>|false |
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200 | */ |
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201 | public static function findDistanceToOtherPorts(SmrSector $sector, int $distanceLimit = 10000, int $lowLimit = 0, int $highLimit = 100000): array|false { |
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202 | return self::findDistanceToX('Port', $sector, false, null, null, $distanceLimit, $lowLimit, $highLimit); |
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203 | } |
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204 | |||
205 | } |
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206 |