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Total Complexity | 243 |
Total Lines | 1092 |
Duplicated Lines | 0 % |
Changes | 2 | ||
Bugs | 0 | Features | 0 |
Complex classes like AbstractSmrShip often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
While breaking up the class, it is a good idea to analyze how other classes use AbstractSmrShip, and based on these observations, apply Extract Interface, too.
1 | <?php declare(strict_types=1); |
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7 | class AbstractSmrShip { |
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8 | protected static array $CACHE_BASE_SHIPS = []; |
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9 | |||
10 | // Player exp gained for each point of damage done |
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11 | const EXP_PER_DAMAGE_PLAYER = 0.375; |
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12 | const EXP_PER_DAMAGE_PLANET = 1.0; // note that planet damage is reduced |
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13 | const EXP_PER_DAMAGE_PORT = 0.15; |
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14 | const EXP_PER_DAMAGE_FORCE = 0.075; |
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15 | |||
16 | const STARTER_SHIPS = [ |
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17 | RACE_NEUTRAL => SHIP_TYPE_GALACTIC_SEMI, |
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18 | RACE_ALSKANT => SHIP_TYPE_SMALL_TIMER, |
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19 | RACE_CREONTI => SHIP_TYPE_MEDIUM_CARGO_HULK, |
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20 | RACE_HUMAN => SHIP_TYPE_LIGHT_FREIGHTER, |
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21 | RACE_IKTHORNE => SHIP_TYPE_TINY_DELIGHT, |
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22 | RACE_SALVENE => SHIP_TYPE_HATCHLINGS_DUE, |
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23 | RACE_THEVIAN => SHIP_TYPE_SWIFT_VENTURE, |
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24 | RACE_WQHUMAN => SHIP_TYPE_SLIP_FREIGHTER, |
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25 | RACE_NIJARIN => SHIP_TYPE_REDEEMER, |
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26 | ]; |
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27 | |||
28 | protected AbstractSmrPlayer $player; |
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29 | |||
30 | protected int $gameID; |
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31 | protected array $baseShip; |
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32 | |||
33 | protected array $weapons = []; |
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34 | protected array $cargo = []; |
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35 | protected array $hardware = []; |
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36 | protected bool $isCloaked = false; |
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37 | protected array|false $illusionShip = false; |
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38 | |||
39 | protected bool $hasChangedWeapons = false; |
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40 | protected bool $hasChangedCargo = false; |
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41 | protected array $hasChangedHardware = []; |
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42 | protected bool $hasChangedCloak = false; |
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43 | protected bool $hasChangedIllusion = false; |
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44 | |||
45 | public static function getBaseShip(int $shipTypeID, bool $forceUpdate = false) : array { |
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46 | if ($forceUpdate || !isset(self::$CACHE_BASE_SHIPS[$shipTypeID])) { |
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47 | // determine ship |
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48 | $db = Smr\Database::getInstance(); |
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49 | $db->query('SELECT * FROM ship_type WHERE ship_type_id = ' . $db->escapeNumber($shipTypeID) . ' LIMIT 1'); |
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50 | if ($db->nextRecord()) { |
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51 | self::$CACHE_BASE_SHIPS[$shipTypeID] = self::buildBaseShip($db); |
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52 | } else { |
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53 | throw new Exception('Invalid shipTypeID: ' . $shipTypeID); |
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54 | } |
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55 | } |
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56 | return self::$CACHE_BASE_SHIPS[$shipTypeID]; |
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57 | } |
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58 | |||
59 | protected static function buildBaseShip(Smr\Database $db) : array { |
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129 | } |
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130 | |||
131 | public static function getAllBaseShips() : array { |
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132 | // determine ship |
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133 | $db = Smr\Database::getInstance(); |
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134 | $db->query('SELECT * FROM ship_type ORDER BY ship_type_id ASC'); |
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135 | while ($db->nextRecord()) { |
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136 | if (!isset(self::$CACHE_BASE_SHIPS[$db->getInt('ship_type_id')])) { |
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137 | self::$CACHE_BASE_SHIPS[$db->getInt('ship_type_id')] = self::buildBaseShip($db); |
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138 | } |
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139 | } |
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140 | return self::$CACHE_BASE_SHIPS; |
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141 | } |
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142 | |||
143 | public function __construct(AbstractSmrPlayer $player) { |
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144 | $this->player = $player; |
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145 | $this->gameID = $player->getGameID(); |
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146 | $this->regenerateBaseShip(); |
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147 | } |
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148 | |||
149 | protected function regenerateBaseShip() : void { |
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150 | $this->baseShip = AbstractSmrShip::getBaseShip($this->player->getShipTypeID()); |
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151 | } |
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152 | |||
153 | public function checkForExcess() : void { |
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154 | $this->checkForExcessHardware(); |
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155 | $this->checkForExcessWeapons(); |
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156 | $this->checkForExcessCargo(); |
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157 | } |
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158 | |||
159 | public function checkForExcessWeapons() : void { |
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160 | while ($this->hasWeapons() && ($this->getPowerUsed() > $this->getMaxPower() || $this->getNumWeapons() > $this->getHardpoints())) { |
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161 | //erase the first weapon 1 at a time until we are okay |
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162 | $this->removeLastWeapon(); |
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163 | } |
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164 | } |
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165 | |||
166 | public function checkForExcessCargo() : void { |
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167 | if ($this->hasCargo()) { |
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168 | $excess = array_sum($this->getCargo()) - $this->getCargoHolds(); |
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169 | foreach ($this->getCargo() as $goodID => $amount) { |
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170 | if ($excess > 0) { |
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171 | $decreaseAmount = min($amount, $excess); |
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172 | $this->decreaseCargo($goodID, $decreaseAmount); |
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173 | $excess -= $decreaseAmount; |
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174 | } else { |
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175 | // No more excess cargo |
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176 | break; |
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177 | } |
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178 | } |
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179 | } |
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180 | } |
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181 | |||
182 | public function checkForExcessHardware() : void { |
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183 | //check hardware to see if anything needs to be removed |
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184 | foreach ($this->getHardware() as $hardwareTypeID => $amount) { |
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185 | if ($amount > ($max = $this->getMaxHardware($hardwareTypeID))) { |
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186 | $this->setHardware($hardwareTypeID, $max); |
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187 | } |
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188 | } |
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189 | } |
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190 | |||
191 | /** |
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192 | * Set all hardware to its maximum value for this ship. |
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193 | */ |
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194 | public function setHardwareToMax() : void { |
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195 | foreach ($this->getMaxHardware() as $key => $max) { |
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196 | $this->setHardware($key, $max); |
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197 | } |
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198 | } |
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199 | |||
200 | public function getPowerUsed() : int { |
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201 | $power = 0; |
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202 | foreach ($this->weapons as $weapon) { |
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203 | $power += $weapon->getPowerLevel(); |
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204 | } |
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205 | return $power; |
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206 | } |
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207 | |||
208 | public function getRemainingPower() : int { |
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209 | return $this->getMaxPower() - $this->getPowerUsed(); |
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210 | } |
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211 | |||
212 | /** |
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213 | * given power level of new weapon, return whether there is enough power available to install it on this ship |
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214 | */ |
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215 | public function checkPowerAvailable(int $powerLevel) : bool { |
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216 | return $this->getRemainingPower() >= $powerLevel; |
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217 | } |
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218 | |||
219 | public function getMaxPower() : int { |
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220 | return $this->baseShip['MaxPower']; |
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221 | } |
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222 | |||
223 | public function hasIllegalGoods() : bool { |
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224 | return $this->hasCargo(GOODS_SLAVES) || $this->hasCargo(GOODS_WEAPONS) || $this->hasCargo(GOODS_NARCOTICS); |
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225 | } |
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226 | |||
227 | public function getDisplayAttackRating() : int { |
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228 | if ($this->hasActiveIllusion()) { |
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229 | return $this->getIllusionAttack(); |
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230 | } else { |
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231 | return $this->getAttackRating(); |
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232 | } |
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233 | } |
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234 | |||
235 | public function getDisplayDefenseRating() : int { |
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236 | if ($this->hasActiveIllusion()) { |
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237 | return $this->getIllusionDefense(); |
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238 | } else { |
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239 | return $this->getDefenseRating(); |
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240 | } |
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241 | } |
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242 | |||
243 | public function getDisplayName() : string { |
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244 | if ($this->hasActiveIllusion()) { |
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245 | return $this->getIllusionShipName(); |
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246 | } else { |
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247 | return $this->getName(); |
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248 | } |
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249 | } |
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250 | |||
251 | public function getAttackRating() : int { |
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252 | return IRound(($this->getTotalShieldDamage() + $this->getTotalArmourDamage() + $this->getCDs() * 2) / 40); |
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253 | } |
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254 | |||
255 | public function getAttackRatingWithMaxCDs() : int { |
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256 | return IRound(($this->getTotalShieldDamage() + $this->getTotalArmourDamage() + $this->getMaxCDs() * .7) / 40); |
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257 | } |
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258 | |||
259 | public function getDefenseRating() : int { |
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260 | return IRound((($this->getShields() + $this->getArmour()) / 100) + (($this->getCDs() * 3) / 100)); |
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261 | } |
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262 | |||
263 | public function getMaxDefenseRating() : int { |
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264 | return IRound((($this->getMaxShields() + $this->getMaxArmour()) / 100) + (($this->getMaxCDs() * 3) / 100)); |
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265 | } |
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266 | |||
267 | public function getShieldLow() : int { return IFloor($this->getShields() / 100) * 100; } |
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268 | public function getShieldHigh() : int { return $this->getShieldLow() + 100; } |
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269 | public function getArmourLow() : int { return IFloor($this->getArmour() / 100) * 100; } |
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270 | public function getArmourHigh() : int { return $this->getArmourLow() + 100; } |
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271 | public function getCDsLow() : int { return IFloor($this->getCDs() / 100) * 100; } |
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272 | public function getCDsHigh() : int { return $this->getCDsLow() + 100; } |
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273 | |||
274 | |||
275 | |||
276 | public function addWeapon(SmrWeapon $weapon) : SmrWeapon|false { |
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277 | if ($this->hasOpenWeaponSlots() && $this->checkPowerAvailable($weapon->getPowerLevel())) { |
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278 | array_push($this->weapons, $weapon); |
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279 | $this->hasChangedWeapons = true; |
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280 | return $weapon; |
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281 | } |
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282 | return false; |
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283 | } |
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284 | |||
285 | public function moveWeaponUp(int $orderID) : void { |
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286 | $replacement = $orderID - 1; |
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287 | if ($replacement < 0) { |
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288 | // Shift everything up by one and put the selected weapon at the bottom |
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289 | array_push($this->weapons, array_shift($this->weapons)); |
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290 | } else { |
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291 | // Swap the selected weapon with the one above it |
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292 | $temp = $this->weapons[$replacement]; |
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293 | $this->weapons[$replacement] = $this->weapons[$orderID]; |
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294 | $this->weapons[$orderID] = $temp; |
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295 | } |
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296 | $this->hasChangedWeapons = true; |
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297 | } |
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298 | |||
299 | public function moveWeaponDown(int $orderID) : void { |
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300 | $replacement = $orderID + 1; |
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301 | if ($replacement >= count($this->weapons)) { |
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302 | // Shift everything down by one and put the selected weapon at the top |
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303 | array_unshift($this->weapons, array_pop($this->weapons)); |
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304 | } else { |
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305 | // Swap the selected weapon with the one below it |
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306 | $temp = $this->weapons[$replacement]; |
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307 | $this->weapons[$replacement] = $this->weapons[$orderID]; |
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308 | $this->weapons[$orderID] = $temp; |
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309 | } |
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310 | $this->hasChangedWeapons = true; |
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311 | } |
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312 | |||
313 | public function setWeaponLocations(array $orderArray) : void { |
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314 | $weapons = $this->weapons; |
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315 | foreach ($orderArray as $newOrder => $oldOrder) { |
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316 | $this->weapons[$newOrder] = $weapons[$oldOrder]; |
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317 | } |
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318 | $this->hasChangedWeapons = true; |
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319 | } |
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320 | |||
321 | public function removeLastWeapon() : void { |
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322 | $this->removeWeapon($this->getNumWeapons() - 1); |
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323 | } |
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324 | |||
325 | public function removeWeapon(int $orderID) : void { |
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326 | // Remove the specified weapon, then reindex the array |
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327 | unset($this->weapons[$orderID]); |
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328 | $this->weapons = array_values($this->weapons); |
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329 | $this->hasChangedWeapons = true; |
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330 | } |
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331 | |||
332 | public function removeAllWeapons() : void { |
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333 | $this->weapons = array(); |
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334 | $this->hasChangedWeapons = true; |
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335 | } |
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336 | |||
337 | public function removeAllCargo() : void { |
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338 | foreach ($this->cargo as $goodID => $amount) { |
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339 | $this->setCargo($goodID, 0); |
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340 | } |
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341 | } |
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342 | |||
343 | public function removeAllHardware() : void { |
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344 | foreach (array_keys($this->hardware) as $hardwareTypeID) { |
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345 | $this->hasChangedHardware[$hardwareTypeID] = true; |
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346 | } |
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347 | $this->hardware = []; |
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348 | $this->decloak(); |
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349 | $this->disableIllusion(); |
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350 | } |
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351 | |||
352 | public function getPod(bool $isNewbie = false) : void { |
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353 | $this->removeAllWeapons(); |
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354 | $this->removeAllCargo(); |
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355 | $this->removeAllHardware(); |
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356 | |||
357 | if ($isNewbie) { |
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358 | $this->setShields(75); |
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359 | $this->setArmour(150); |
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360 | $this->setCargoHolds(40); |
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361 | $this->setShipTypeID(SHIP_TYPE_NEWBIE_MERCHANT_VESSEL); |
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362 | } else { |
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363 | $this->setShields(50); |
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364 | $this->setArmour(50); |
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365 | $this->setCargoHolds(5); |
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366 | $this->setShipTypeID(SHIP_TYPE_ESCAPE_POD); |
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367 | } |
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368 | } |
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369 | |||
370 | public function giveStarterShip() : void { |
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385 | } |
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386 | |||
387 | public function hasJump() : bool { |
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388 | return $this->getHardware(HARDWARE_JUMP) > 0; |
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389 | } |
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390 | |||
391 | public function canHaveJump() : bool { |
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392 | return $this->getMaxHardware(HARDWARE_JUMP) > 0; |
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393 | } |
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394 | |||
395 | public function hasDCS() : bool { |
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396 | return $this->getHardware(HARDWARE_DCS) > 0; |
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397 | } |
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398 | |||
399 | public function canHaveDCS() : bool { |
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400 | return $this->getMaxHardware(HARDWARE_DCS) > 0; |
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401 | } |
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402 | |||
403 | public function hasScanner() : bool { |
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404 | return $this->getHardware(HARDWARE_SCANNER) > 0; |
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405 | } |
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406 | |||
407 | public function canHaveScanner() : bool { |
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408 | return $this->getMaxHardware(HARDWARE_SCANNER) > 0; |
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409 | } |
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410 | |||
411 | public function hasCloak() : bool { |
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412 | return $this->getHardware(HARDWARE_CLOAK) > 0; |
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413 | } |
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414 | |||
415 | public function canHaveCloak() : bool { |
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416 | return $this->getMaxHardware(HARDWARE_CLOAK) > 0; |
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417 | } |
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418 | |||
419 | public function isCloaked() : bool { |
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420 | return $this->isCloaked; |
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421 | } |
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422 | |||
423 | public function decloak() : void { |
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424 | if ($this->isCloaked === false) { |
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425 | return; |
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426 | } |
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427 | $this->isCloaked = false; |
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428 | $this->hasChangedCloak = true; |
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429 | } |
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430 | |||
431 | public function enableCloak() : void { |
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432 | if ($this->hasCloak() === false) { |
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433 | throw new Exception('Ship does not have the supported hardware!'); |
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434 | } |
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435 | if ($this->isCloaked === true) { |
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436 | return; |
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437 | } |
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438 | $this->isCloaked = true; |
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439 | $this->hasChangedCloak = true; |
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440 | } |
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441 | |||
442 | public function hasIllusion() : bool { |
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443 | return $this->getHardware(HARDWARE_ILLUSION) > 0; |
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444 | } |
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445 | |||
446 | public function canHaveIllusion() : bool { |
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447 | return $this->getMaxHardware(HARDWARE_ILLUSION) > 0; |
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448 | } |
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449 | |||
450 | public function getIllusionShip() : array|false { |
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451 | return $this->illusionShip; |
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452 | } |
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453 | |||
454 | public function hasActiveIllusion() : bool { |
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455 | return $this->getIllusionShip() !== false; |
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456 | } |
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457 | |||
458 | public function setIllusion(int $ship_id, int $attack, int $defense) : void { |
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459 | if ($this->hasIllusion() === false) { |
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460 | throw new Exception('Ship does not have the supported hardware!'); |
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461 | } |
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462 | $newIllusionShip = [ |
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463 | 'ID' => $ship_id, |
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464 | 'Attack' => $attack, |
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465 | 'Defense' => $defense, |
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466 | ]; |
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467 | if ($this->getIllusionShip() === $newIllusionShip) { |
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468 | return; |
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469 | } |
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470 | $this->illusionShip = $newIllusionShip; |
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471 | $this->hasChangedIllusion = true; |
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472 | } |
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473 | |||
474 | public function disableIllusion() : void { |
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475 | if ($this->getIllusionShip() === false) { |
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476 | return; |
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477 | } |
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478 | $this->illusionShip = false; |
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479 | $this->hasChangedIllusion = true; |
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480 | } |
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481 | |||
482 | public function getIllusionShipID() : int { |
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483 | return $this->getIllusionShip()['ID']; |
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484 | } |
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485 | |||
486 | public function getIllusionShipName() : string { |
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487 | return self::getBaseShip($this->getIllusionShip()['ID'])['Name']; |
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488 | } |
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489 | |||
490 | public function getIllusionAttack() : int { |
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491 | return $this->getIllusionShip()['Attack']; |
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492 | } |
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493 | |||
494 | public function getIllusionDefense() : int { |
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495 | return $this->getIllusionShip()['Defense']; |
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496 | } |
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497 | |||
498 | public function getPlayer() : AbstractSmrPlayer { |
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499 | return $this->player; |
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500 | } |
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501 | |||
502 | public function getAccountID() : int { |
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503 | return $this->getPlayer()->getAccountID(); |
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504 | } |
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505 | |||
506 | public function getGameID() : int { |
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507 | return $this->gameID; |
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508 | } |
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509 | |||
510 | public function getGame() : SmrGame { |
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511 | return SmrGame::getGame($this->gameID); |
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512 | } |
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513 | |||
514 | public function getShipTypeID() : int { |
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515 | return $this->baseShip['ShipTypeID']; |
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516 | } |
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517 | |||
518 | public function getShipClassID() : int { |
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519 | return $this->baseShip['ShipClassID']; |
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520 | } |
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521 | |||
522 | /** |
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523 | * Switch to a new ship, updating player turns accordingly. |
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524 | */ |
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525 | public function setShipTypeID(int $shipTypeID) : void { |
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526 | $oldSpeed = $this->getSpeed(); |
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527 | $this->getPlayer()->setShipTypeID($shipTypeID); |
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528 | $this->regenerateBaseShip(); |
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529 | $newSpeed = $this->getSpeed(); |
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530 | |||
531 | // Update the player's turns to account for the speed change |
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532 | $oldTurns = $this->getPlayer()->getTurns(); |
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533 | $this->getPlayer()->setTurns(IRound($oldTurns * $newSpeed / $oldSpeed)); |
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534 | } |
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535 | |||
536 | public function getName() : string { |
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537 | return $this->baseShip['Name']; |
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538 | } |
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539 | |||
540 | public function getCost() : int { |
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541 | return $this->baseShip['Cost']; |
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542 | } |
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543 | |||
544 | public function getCostToUpgrade(int $upgradeShipID) : int { |
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545 | $upgadeBaseShip = AbstractSmrShip::getBaseShip($upgradeShipID); |
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546 | return $upgadeBaseShip['Cost'] - IFloor($this->getCost() * SHIP_REFUND_PERCENT); |
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547 | } |
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548 | |||
549 | public function getCostToUpgradeAndUNO(int $upgradeShipID) : int { |
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550 | return $this->getCostToUpgrade($upgradeShipID) + $this->getCostToUNOAgainstShip($upgradeShipID); |
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551 | } |
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552 | |||
553 | protected function getCostToUNOAgainstShip(int $shipID) : int { |
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554 | $baseShip = AbstractSmrShip::getBaseShip($shipID); |
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555 | $cost = 0; |
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556 | $hardwareTypes = array(HARDWARE_SHIELDS, HARDWARE_ARMOUR, HARDWARE_CARGO); |
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557 | foreach ($hardwareTypes as $hardwareTypeID) { |
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558 | $cost += max(0, $baseShip['MaxHardware'][$hardwareTypeID] - $this->getHardware($hardwareTypeID)) * Globals::getHardwareCost($hardwareTypeID); |
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559 | } |
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560 | return $cost; |
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561 | } |
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562 | |||
563 | public function getCostToUNO() : int { |
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564 | return $this->getCostToUNOAgainstShip($this->getShipTypeID()); |
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565 | } |
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566 | |||
567 | /** |
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568 | * Returns the base ship speed (unmodified by the game speed). |
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569 | */ |
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570 | public function getSpeed() : int { |
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571 | return $this->baseShip['Speed']; |
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572 | } |
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573 | |||
574 | /** |
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575 | * Returns the ship speed modified by the game speed. |
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576 | */ |
||
577 | public function getRealSpeed() : float { |
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578 | return $this->getSpeed() * $this->getGame()->getGameSpeed(); |
||
579 | } |
||
580 | |||
581 | public function getHardware(int $hardwareTypeID = null) : array|int { |
||
582 | if ($hardwareTypeID === null) { |
||
583 | return $this->hardware; |
||
584 | } |
||
585 | return $this->hardware[$hardwareTypeID] ?? 0; |
||
586 | } |
||
587 | |||
588 | public function setHardware(int $hardwareTypeID, int $amount) : void { |
||
589 | if ($this->getHardware($hardwareTypeID) === $amount) { |
||
590 | return; |
||
591 | } |
||
592 | $this->hardware[$hardwareTypeID] = $amount; |
||
593 | $this->hasChangedHardware[$hardwareTypeID] = true; |
||
594 | } |
||
595 | |||
596 | public function increaseHardware(int $hardwareTypeID, int $amount) : void { |
||
597 | $this->setHardware($hardwareTypeID, $this->getHardware($hardwareTypeID) + $amount); |
||
598 | } |
||
599 | |||
600 | public function hasMaxHardware(int $hardwareTypeID) : bool { |
||
601 | return $this->getHardware($hardwareTypeID) == $this->getMaxHardware($hardwareTypeID); |
||
602 | } |
||
603 | |||
604 | public function getMaxHardware(int $hardwareTypeID = null) : array|int { |
||
605 | if ($hardwareTypeID === null) { |
||
606 | return $this->baseShip['MaxHardware']; |
||
607 | } |
||
608 | return $this->baseShip['MaxHardware'][$hardwareTypeID]; |
||
609 | } |
||
610 | |||
611 | public function getShields() : int { |
||
612 | return $this->getHardware(HARDWARE_SHIELDS); |
||
613 | } |
||
614 | |||
615 | public function setShields(int $amount) : void { |
||
616 | $this->setHardware(HARDWARE_SHIELDS, $amount); |
||
617 | } |
||
618 | |||
619 | public function decreaseShields(int $amount) : void { |
||
620 | $this->setShields($this->getShields() - $amount); |
||
621 | } |
||
622 | |||
623 | public function increaseShields(int $amount) : void { |
||
624 | $this->setShields($this->getShields() + $amount); |
||
625 | } |
||
626 | |||
627 | public function hasShields() : bool { |
||
628 | return $this->getShields() > 0; |
||
629 | } |
||
630 | |||
631 | public function hasMaxShields() : bool { |
||
632 | return $this->hasMaxHardware(HARDWARE_SHIELDS); |
||
633 | } |
||
634 | |||
635 | public function getMaxShields() : int { |
||
636 | return $this->getMaxHardware(HARDWARE_SHIELDS); |
||
637 | } |
||
638 | |||
639 | public function getArmour() : int { |
||
640 | return $this->getHardware(HARDWARE_ARMOUR); |
||
641 | } |
||
642 | |||
643 | public function setArmour(int $amount) : void { |
||
644 | $this->setHardware(HARDWARE_ARMOUR, $amount); |
||
645 | } |
||
646 | |||
647 | public function decreaseArmour(int $amount) : void { |
||
648 | $this->setArmour($this->getArmour() - $amount); |
||
649 | } |
||
650 | |||
651 | public function increaseArmour(int $amount) : void { |
||
652 | $this->setArmour($this->getArmour() + $amount); |
||
653 | } |
||
654 | |||
655 | public function hasArmour() : bool { |
||
657 | } |
||
658 | |||
659 | public function hasMaxArmour() : bool { |
||
660 | return $this->hasMaxHardware(HARDWARE_ARMOUR); |
||
661 | } |
||
662 | |||
663 | public function getMaxArmour() : int { |
||
664 | return $this->getMaxHardware(HARDWARE_ARMOUR); |
||
665 | } |
||
666 | |||
667 | public function isDead() : bool { |
||
668 | return !$this->hasArmour() && !$this->hasShields(); |
||
669 | } |
||
670 | |||
671 | public function hasMaxCDs() : bool { |
||
672 | return $this->hasMaxHardware(HARDWARE_COMBAT); |
||
673 | } |
||
674 | |||
675 | public function hasMaxSDs() : bool { |
||
676 | return $this->hasMaxHardware(HARDWARE_SCOUT); |
||
677 | } |
||
678 | |||
679 | public function hasMaxMines() : bool { |
||
680 | return $this->hasMaxHardware(HARDWARE_MINE); |
||
681 | } |
||
682 | |||
683 | public function hasCDs() : bool { |
||
684 | return $this->getCDs() > 0; |
||
685 | } |
||
686 | |||
687 | public function hasSDs() : bool { |
||
688 | return $this->getSDs() > 0; |
||
689 | } |
||
690 | |||
691 | public function hasMines() : bool { |
||
693 | } |
||
694 | |||
695 | public function getCDs() : int { |
||
696 | return $this->getHardware(HARDWARE_COMBAT); |
||
697 | } |
||
698 | |||
699 | public function setCDs(int $amount) : void { |
||
700 | $this->setHardware(HARDWARE_COMBAT, $amount); |
||
701 | } |
||
702 | |||
703 | public function decreaseCDs(int $amount) : void { |
||
704 | $this->setCDs($this->getCDs() - $amount); |
||
705 | } |
||
706 | |||
707 | public function increaseCDs(int $amount) : void { |
||
708 | $this->setCDs($this->getCDs() + $amount); |
||
709 | } |
||
710 | |||
711 | public function getMaxCDs() : int { |
||
712 | return $this->getMaxHardware(HARDWARE_COMBAT); |
||
713 | } |
||
714 | |||
715 | public function getSDs() : int { |
||
716 | return $this->getHardware(HARDWARE_SCOUT); |
||
717 | } |
||
718 | |||
719 | public function setSDs(int $amount) : void { |
||
720 | $this->setHardware(HARDWARE_SCOUT, $amount); |
||
721 | } |
||
722 | |||
723 | public function decreaseSDs(int $amount) : void { |
||
724 | $this->setSDs($this->getSDs() - $amount); |
||
725 | } |
||
726 | |||
727 | public function increaseSDs(int $amount) : void { |
||
728 | $this->setSDs($this->getSDs() + $amount); |
||
729 | } |
||
730 | |||
731 | public function getMaxSDs() : int { |
||
732 | return $this->getMaxHardware(HARDWARE_SCOUT); |
||
733 | } |
||
734 | |||
735 | public function getMines() : int { |
||
736 | return $this->getHardware(HARDWARE_MINE); |
||
737 | } |
||
738 | |||
739 | public function setMines(int $amount) : void { |
||
740 | $this->setHardware(HARDWARE_MINE, $amount); |
||
741 | } |
||
742 | |||
743 | public function decreaseMines(int $amount) : void { |
||
745 | } |
||
746 | |||
747 | public function increaseMines(int $amount) : void { |
||
748 | $this->setMines($this->getMines() + $amount); |
||
749 | } |
||
750 | |||
751 | public function getMaxMines() : int { |
||
752 | return $this->getMaxHardware(HARDWARE_MINE); |
||
753 | } |
||
754 | |||
755 | public function getCargoHolds() : int { |
||
756 | return $this->getHardware(HARDWARE_CARGO); |
||
757 | } |
||
758 | |||
759 | public function setCargoHolds(int $amount) : void { |
||
760 | $this->setHardware(HARDWARE_CARGO, $amount); |
||
761 | } |
||
762 | |||
763 | public function getCargo(int $goodID = null) : int|array { |
||
764 | if ($goodID === null) { |
||
765 | return $this->cargo; |
||
766 | } |
||
767 | return $this->cargo[$goodID] ?? 0; |
||
768 | } |
||
769 | |||
770 | public function hasCargo(int $goodID = null) : bool { |
||
771 | if ($goodID === null) { |
||
772 | return $this->getUsedHolds() > 0; |
||
773 | } |
||
774 | return $this->getCargo($goodID) > 0; |
||
775 | } |
||
776 | |||
777 | public function setCargo(int $goodID, int $amount) : void { |
||
778 | if ($this->getCargo($goodID) === $amount) { |
||
779 | return; |
||
780 | } |
||
781 | $this->cargo[$goodID] = $amount; |
||
782 | $this->hasChangedCargo = true; |
||
783 | // Sort cargo by goodID to make sure it shows up in the correct order |
||
784 | // before the next page is loaded. |
||
785 | ksort($this->cargo); |
||
786 | } |
||
787 | |||
788 | public function decreaseCargo(int $goodID, int $amount) : void { |
||
789 | if ($amount < 0) { |
||
790 | throw new Exception('Trying to decrease negative cargo.'); |
||
791 | } |
||
792 | $this->setCargo($goodID, $this->getCargo($goodID) - $amount); |
||
793 | } |
||
794 | |||
795 | public function increaseCargo(int $goodID, int $amount) : void { |
||
796 | if ($amount < 0) { |
||
797 | throw new Exception('Trying to increase negative cargo.'); |
||
798 | } |
||
799 | $this->setCargo($goodID, $this->getCargo($goodID) + $amount); |
||
800 | } |
||
801 | |||
802 | public function getEmptyHolds() : int { |
||
803 | return $this->getCargoHolds() - $this->getUsedHolds(); |
||
804 | } |
||
805 | |||
806 | public function getUsedHolds() : int { |
||
807 | return array_sum($this->getCargo()); |
||
808 | } |
||
809 | |||
810 | public function hasMaxCargoHolds() : bool { |
||
812 | } |
||
813 | |||
814 | public function getMaxCargoHolds() : int { |
||
815 | return $this->getMaxHardware(HARDWARE_CARGO); |
||
816 | } |
||
817 | |||
818 | public function hasWeapons() : bool { |
||
819 | return $this->getNumWeapons() > 0; |
||
820 | } |
||
821 | |||
822 | public function getWeapons() : array { |
||
823 | return $this->weapons; |
||
824 | } |
||
825 | |||
826 | public function canAttack() : bool { |
||
827 | return $this->hasWeapons() || $this->hasCDs(); |
||
828 | } |
||
829 | |||
830 | public function getNumWeapons() : int { |
||
831 | return count($this->getWeapons()); |
||
832 | } |
||
833 | |||
834 | public function getOpenWeaponSlots() : int { |
||
836 | } |
||
837 | |||
838 | public function hasOpenWeaponSlots() : bool { |
||
839 | return $this->getOpenWeaponSlots() > 0; |
||
840 | } |
||
841 | |||
842 | public function getHardpoints() : int { |
||
843 | return $this->baseShip['Hardpoint']; |
||
844 | } |
||
845 | |||
846 | public function getTotalShieldDamage() : int { |
||
847 | $shieldDamage = 0; |
||
848 | foreach ($this->getWeapons() as $weapon) { |
||
849 | $shieldDamage += $weapon->getShieldDamage(); |
||
850 | } |
||
851 | return $shieldDamage; |
||
852 | } |
||
853 | |||
854 | public function getTotalArmourDamage() : int { |
||
860 | } |
||
861 | |||
862 | public function isFederal() : bool { |
||
863 | return $this->getShipTypeID() === SHIP_TYPE_FEDERAL_DISCOVERY || |
||
864 | $this->getShipTypeID() === SHIP_TYPE_FEDERAL_WARRANT || |
||
865 | $this->getShipTypeID() === SHIP_TYPE_FEDERAL_ULTIMATUM; |
||
866 | } |
||
867 | |||
868 | public function isUnderground() : bool { |
||
869 | return $this->getShipTypeID() === SHIP_TYPE_THIEF || |
||
870 | $this->getShipTypeID() === SHIP_TYPE_ASSASSIN || |
||
871 | $this->getShipTypeID() === SHIP_TYPE_DEATH_CRUISER; |
||
872 | } |
||
873 | |||
874 | public function shootPlayers(array $targetPlayers) : array { |
||
875 | $thisPlayer = $this->getPlayer(); |
||
876 | $results = array('Player' => $thisPlayer, 'TotalDamage' => 0, 'Weapons' => []); |
||
877 | if ($thisPlayer->isDead()) { |
||
878 | $results['DeadBeforeShot'] = true; |
||
879 | return $results; |
||
880 | } |
||
881 | $results['DeadBeforeShot'] = false; |
||
882 | foreach ($this->weapons as $orderID => $weapon) { |
||
883 | $results['Weapons'][$orderID] = $weapon->shootPlayer($thisPlayer, array_rand_value($targetPlayers)); |
||
884 | if ($results['Weapons'][$orderID]['Hit']) { |
||
885 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
||
886 | } |
||
887 | } |
||
888 | if ($this->hasCDs()) { |
||
889 | $thisCDs = new SmrCombatDrones($this->getCDs()); |
||
890 | $results['Drones'] = $thisCDs->shootPlayer($thisPlayer, array_rand_value($targetPlayers)); |
||
891 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
||
892 | } |
||
893 | $thisPlayer->increaseExperience(IRound($results['TotalDamage'] * self::EXP_PER_DAMAGE_PLAYER)); |
||
894 | $thisPlayer->increaseHOF($results['TotalDamage'], array('Combat', 'Player', 'Damage Done'), HOF_PUBLIC); |
||
895 | $thisPlayer->increaseHOF(1, array('Combat', 'Player', 'Shots'), HOF_PUBLIC); |
||
896 | return $results; |
||
897 | } |
||
898 | |||
899 | public function shootForces(SmrForce $forces) : array { |
||
900 | $thisPlayer = $this->getPlayer(); |
||
901 | $results = array('Player' => $thisPlayer, 'TotalDamage' => 0, 'Weapons' => []); |
||
902 | if ($thisPlayer->isDead()) { |
||
903 | $results['DeadBeforeShot'] = true; |
||
904 | return $results; |
||
905 | } |
||
906 | $results['DeadBeforeShot'] = false; |
||
907 | foreach ($this->weapons as $orderID => $weapon) { |
||
908 | $results['Weapons'][$orderID] = $weapon->shootForces($thisPlayer, $forces); |
||
909 | if ($results['Weapons'][$orderID]['Hit']) { |
||
910 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
||
911 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['NumMines'], array('Combat', 'Forces', 'Mines', 'Killed'), HOF_PUBLIC); |
||
912 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['Mines'], array('Combat', 'Forces', 'Mines', 'Damage Done'), HOF_PUBLIC); |
||
913 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['NumCDs'], array('Combat', 'Forces', 'Combat Drones', 'Killed'), HOF_PUBLIC); |
||
914 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['CDs'], array('Combat', 'Forces', 'Combat Drones', 'Damage Done'), HOF_PUBLIC); |
||
915 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['NumSDs'], array('Combat', 'Forces', 'Scout Drones', 'Killed'), HOF_PUBLIC); |
||
916 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['SDs'], array('Combat', 'Forces', 'Scout Drones', 'Damage Done'), HOF_PUBLIC); |
||
917 | $thisPlayer->increaseHOF($results['Weapons'][$orderID]['ActualDamage']['NumMines'] + $results['Weapons'][$orderID]['ActualDamage']['NumCDs'] + $results['Weapons'][$orderID]['ActualDamage']['NumSDs'], array('Combat', 'Forces', 'Killed'), HOF_PUBLIC); |
||
918 | } |
||
919 | } |
||
920 | if ($this->hasCDs()) { |
||
921 | $thisCDs = new SmrCombatDrones($this->getCDs()); |
||
922 | $results['Drones'] = $thisCDs->shootForces($thisPlayer, $forces); |
||
923 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
||
924 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['NumMines'], array('Combat', 'Forces', 'Mines', 'Killed'), HOF_PUBLIC); |
||
925 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['Mines'], array('Combat', 'Forces', 'Mines', 'Damage Done'), HOF_PUBLIC); |
||
926 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['NumCDs'], array('Combat', 'Forces', 'Combat Drones', 'Killed'), HOF_PUBLIC); |
||
927 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['CDs'], array('Combat', 'Forces', 'Combat Drones', 'Damage Done'), HOF_PUBLIC); |
||
928 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['NumSDs'], array('Combat', 'Forces', 'Scout Drones', 'Killed'), HOF_PUBLIC); |
||
929 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['SDs'], array('Combat', 'Forces', 'Scout Drones', 'Damage Done'), HOF_PUBLIC); |
||
930 | $thisPlayer->increaseHOF($results['Drones']['ActualDamage']['NumMines'] + $results['Drones']['ActualDamage']['NumCDs'] + $results['Drones']['ActualDamage']['NumSDs'], array('Combat', 'Forces', 'Killed'), HOF_PUBLIC); |
||
931 | } |
||
932 | $thisPlayer->increaseExperience(IRound($results['TotalDamage'] * self::EXP_PER_DAMAGE_FORCE)); |
||
933 | $thisPlayer->increaseHOF($results['TotalDamage'], array('Combat', 'Forces', 'Damage Done'), HOF_PUBLIC); |
||
934 | $thisPlayer->increaseHOF(1, array('Combat', 'Forces', 'Shots'), HOF_PUBLIC); |
||
935 | return $results; |
||
936 | } |
||
937 | |||
938 | public function shootPort(SmrPort $port) : array { |
||
939 | $thisPlayer = $this->getPlayer(); |
||
940 | $results = array('Player' => $thisPlayer, 'TotalDamage' => 0, 'Weapons' => []); |
||
941 | if ($thisPlayer->isDead()) { |
||
942 | $results['DeadBeforeShot'] = true; |
||
943 | return $results; |
||
944 | } |
||
945 | $results['DeadBeforeShot'] = false; |
||
946 | foreach ($this->weapons as $orderID => $weapon) { |
||
947 | $results['Weapons'][$orderID] = $weapon->shootPort($thisPlayer, $port); |
||
948 | if ($results['Weapons'][$orderID]['Hit']) { |
||
949 | $results['TotalDamage'] += $results['Weapons'][$orderID]['ActualDamage']['TotalDamage']; |
||
950 | } |
||
951 | } |
||
952 | if ($this->hasCDs()) { |
||
953 | $thisCDs = new SmrCombatDrones($this->getCDs()); |
||
954 | $results['Drones'] = $thisCDs->shootPort($thisPlayer, $port); |
||
955 | $results['TotalDamage'] += $results['Drones']['ActualDamage']['TotalDamage']; |
||
956 | } |
||
957 | $thisPlayer->increaseExperience(IRound($results['TotalDamage'] * self::EXP_PER_DAMAGE_PORT)); |
||
958 | $thisPlayer->increaseHOF($results['TotalDamage'], array('Combat', 'Port', 'Damage Done'), HOF_PUBLIC); |
||
959 | // $thisPlayer->increaseHOF(1,array('Combat','Port','Shots')); //in SmrPortt::attackedBy() |
||
960 | |||
961 | // Change alignment if we reach a damage threshold. |
||
962 | // Increase if player and port races are at war; decrease otherwise. |
||
963 | if ($results['TotalDamage'] >= SmrPort::DAMAGE_NEEDED_FOR_ALIGNMENT_CHANGE) { |
||
964 | $relations = Globals::getRaceRelations($thisPlayer->getGameID(), $thisPlayer->getRaceID()); |
||
965 | if ($relations[$port->getRaceID()] <= RELATIONS_WAR) { |
||
966 | $thisPlayer->increaseAlignment(1); |
||
967 | $thisPlayer->increaseHOF(1, array('Combat', 'Port', 'Alignment', 'Gain'), HOF_PUBLIC); |
||
968 | } else { |
||
969 | $thisPlayer->decreaseAlignment(1); |
||
970 | $thisPlayer->increaseHOF(1, array('Combat', 'Port', 'Alignment', 'Loss'), HOF_PUBLIC); |
||
971 | } |
||
972 | } |
||
973 | return $results; |
||
974 | } |
||
975 | |||
976 | public function shootPlanet(SmrPlanet $planet, bool $delayed) : array { |
||
999 | } |
||
1000 | |||
1001 | public function doWeaponDamage(array $damage) : array { |
||
1002 | $alreadyDead = $this->getPlayer()->isDead(); |
||
1003 | $armourDamage = 0; |
||
1004 | $cdDamage = 0; |
||
1005 | $shieldDamage = 0; |
||
1006 | if (!$alreadyDead) { |
||
1007 | // Even if the weapon doesn't do any damage, it was fired at the |
||
1008 | // player, so alert them that they're under attack. |
||
1009 | $this->getPlayer()->setUnderAttack(true); |
||
1010 | |||
1011 | $shieldDamage = $this->doShieldDamage(min($damage['MaxDamage'], $damage['Shield'])); |
||
1012 | $damage['MaxDamage'] -= $shieldDamage; |
||
1013 | if (!$this->hasShields() && ($shieldDamage == 0 || $damage['Rollover'])) { |
||
1014 | $cdDamage = $this->doCDDamage(min($damage['MaxDamage'], $damage['Armour'])); |
||
1015 | $damage['Armour'] -= $cdDamage; |
||
1016 | $damage['MaxDamage'] -= $cdDamage; |
||
1017 | if (!$this->hasCDs() && ($cdDamage == 0 || $damage['Rollover'])) { |
||
1018 | $armourDamage = $this->doArmourDamage(min($damage['MaxDamage'], $damage['Armour'])); |
||
1019 | } |
||
1020 | } |
||
1021 | } |
||
1022 | return array( |
||
1023 | 'KillingShot' => !$alreadyDead && $this->isDead(), |
||
1024 | 'TargetAlreadyDead' => $alreadyDead, |
||
1025 | 'Shield' => $shieldDamage, |
||
1026 | 'CDs' => $cdDamage, |
||
1027 | 'NumCDs' => $cdDamage / CD_ARMOUR, |
||
1028 | 'Armour' => $armourDamage, |
||
1029 | 'HasCDs' => $this->hasCDs(), |
||
1030 | 'TotalDamage' => $shieldDamage + $cdDamage + $armourDamage |
||
1031 | ); |
||
1032 | } |
||
1033 | |||
1034 | public function doMinesDamage(array $damage) : array { |
||
1055 | ); |
||
1056 | } |
||
1057 | |||
1058 | protected function doShieldDamage(int $damage) : int { |
||
1059 | $actualDamage = min($this->getShields(), $damage); |
||
1060 | $this->decreaseShields($actualDamage); |
||
1061 | return $actualDamage; |
||
1062 | } |
||
1063 | |||
1064 | protected function doCDDamage(int $damage) : int { |
||
1065 | $actualDamage = min($this->getCDs(), IFloor($damage / CD_ARMOUR)); |
||
1066 | $this->decreaseCDs($actualDamage); |
||
1067 | return $actualDamage * CD_ARMOUR; |
||
1068 | } |
||
1069 | |||
1070 | protected function doArmourDamage(int $damage) : int { |
||
1071 | $actualDamage = min($this->getArmour(), $damage); |
||
1072 | $this->decreaseArmour($actualDamage); |
||
1073 | return $actualDamage; |
||
1074 | } |
||
1075 | |||
1076 | /** |
||
1077 | * Returns the maneuverability rating for this ship. |
||
1078 | */ |
||
1079 | public function getMR() : int { |
||
1080 | //700 - [ (ship hit points / 25) + (ship stat factors) ] |
||
1081 | //Minimum value of 0 because negative values cause issues with calculations calling this routine |
||
1082 | return max(0, IRound( |
||
1083 | 700 - |
||
1084 | ( |
||
1085 | ( |
||
1086 | $this->getShields() |
||
1087 | +$this->getArmour() |
||
1088 | +$this->getCDs() * 3 |
||
1089 | ) / 25 |
||
1090 | +( |
||
1091 | $this->getCargoHolds() / 100 |
||
1092 | -$this->getSpeed() * 5 |
||
1093 | +($this->getHardpoints()/*+$ship['Increases']['Ship Power']*/) * 5 |
||
1094 | /*+( |
||
1095 | $ship['Increases']['Mines'] |
||
1096 | +$ship['Increases']['Scout Drones'] |
||
1097 | )/12*/ |
||
1098 | +$this->getCDs() / 5 |
||
1099 | ) |
||
1100 | ) |
||
1101 | ) |
||
1102 | ); |
||
1103 | } |
||
1104 | |||
1105 | } |
||
1106 |