|
1
|
|
|
<?php declare(strict_types=1); |
|
2
|
|
|
|
|
3
|
|
|
// Use this exception to help override container forwarding for NPC's |
|
4
|
|
|
class ForwardException extends Exception {} |
|
5
|
|
|
|
|
6
|
|
|
// Use this exception to indicate that an NPC has taken its final action |
|
7
|
|
|
class FinalActionException extends Exception {} |
|
8
|
|
|
|
|
9
|
|
|
function overrideForward(Page $container) : never { |
|
|
|
|
|
|
10
|
|
|
global $forwardedContainer; |
|
11
|
|
|
$forwardedContainer = $container; |
|
12
|
|
|
if ($container['body'] == 'error.php') { |
|
13
|
|
|
// We hit a create_error - this shouldn't happen for an NPC often, |
|
14
|
|
|
// for now we want to throw an exception for it for testing. |
|
15
|
|
|
debug('Hit an error'); |
|
16
|
|
|
throw new Exception($container['message']); |
|
17
|
|
|
} |
|
18
|
|
|
// We have to throw the exception to get back up the stack, |
|
19
|
|
|
// otherwise we quickly hit problems of overflowing the stack. |
|
20
|
|
|
throw new ForwardException; |
|
21
|
|
|
} |
|
22
|
|
|
const OVERRIDE_FORWARD = true; |
|
23
|
|
|
|
|
24
|
|
|
// Must be defined before anything that might throw an exception |
|
25
|
|
|
const NPC_SCRIPT = true; |
|
26
|
|
|
|
|
27
|
|
|
// global config |
|
28
|
|
|
require_once(realpath(dirname(__FILE__)) . '/../../bootstrap.php'); |
|
29
|
|
|
// bot config |
|
30
|
|
|
require_once(CONFIG . 'npc/config.specific.php'); |
|
31
|
|
|
|
|
32
|
|
|
// Raise exceptions for all types of errors for improved error reporting |
|
33
|
|
|
// and to attempt to shut down the NPCs cleanly on errors. |
|
34
|
|
|
set_error_handler("exception_error_handler"); |
|
35
|
|
|
|
|
36
|
|
|
const SHIP_UPGRADE_PATH = array( |
|
37
|
|
|
RACE_ALSKANT => array( |
|
38
|
|
|
SHIP_TYPE_TRADE_MASTER, |
|
39
|
|
|
SHIP_TYPE_DEEP_SPACER, |
|
40
|
|
|
SHIP_TYPE_DEAL_MAKER, |
|
41
|
|
|
SHIP_TYPE_TRIP_MAKER, |
|
42
|
|
|
SHIP_TYPE_SMALL_TIMER |
|
43
|
|
|
), |
|
44
|
|
|
RACE_CREONTI => array( |
|
45
|
|
|
SHIP_TYPE_DEVASTATOR, |
|
46
|
|
|
SHIP_TYPE_JUGGERNAUT, |
|
47
|
|
|
SHIP_TYPE_GOLIATH, |
|
48
|
|
|
SHIP_TYPE_LEVIATHAN, |
|
49
|
|
|
SHIP_TYPE_MEDIUM_CARGO_HULK |
|
50
|
|
|
), |
|
51
|
|
|
RACE_HUMAN => array( |
|
52
|
|
|
SHIP_TYPE_DESTROYER, |
|
53
|
|
|
SHIP_TYPE_BORDER_CRUISER, |
|
54
|
|
|
SHIP_TYPE_AMBASSADOR, |
|
55
|
|
|
SHIP_TYPE_RENAISSANCE, |
|
56
|
|
|
SHIP_TYPE_LIGHT_FREIGHTER |
|
57
|
|
|
), |
|
58
|
|
|
RACE_IKTHORNE => array( |
|
59
|
|
|
SHIP_TYPE_MOTHER_SHIP, |
|
60
|
|
|
SHIP_TYPE_ADVANCED_CARRIER, |
|
61
|
|
|
SHIP_TYPE_FAVOURED_OFFSPRING, |
|
62
|
|
|
SHIP_TYPE_PROTO_CARRIER, |
|
63
|
|
|
SHIP_TYPE_TINY_DELIGHT |
|
64
|
|
|
), |
|
65
|
|
|
RACE_SALVENE => array( |
|
66
|
|
|
SHIP_TYPE_EATER_OF_SOULS, |
|
67
|
|
|
SHIP_TYPE_RAVAGER, |
|
68
|
|
|
SHIP_TYPE_PREDATOR, |
|
69
|
|
|
SHIP_TYPE_DRUDGE, |
|
70
|
|
|
SHIP_TYPE_HATCHLINGS_DUE |
|
71
|
|
|
), |
|
72
|
|
|
RACE_THEVIAN => array( |
|
73
|
|
|
SHIP_TYPE_ASSAULT_CRAFT, |
|
74
|
|
|
SHIP_TYPE_CARAPACE, |
|
75
|
|
|
SHIP_TYPE_BOUNTY_HUNTER, |
|
76
|
|
|
SHIP_TYPE_EXPEDITER, |
|
77
|
|
|
SHIP_TYPE_SWIFT_VENTURE |
|
78
|
|
|
), |
|
79
|
|
|
RACE_WQHUMAN => array( |
|
80
|
|
|
SHIP_TYPE_DARK_MIRAGE, |
|
81
|
|
|
SHIP_TYPE_BLOCKADE_RUNNER, |
|
82
|
|
|
SHIP_TYPE_ROGUE, |
|
83
|
|
|
SHIP_TYPE_RESISTANCE, |
|
84
|
|
|
SHIP_TYPE_SLIP_FREIGHTER |
|
85
|
|
|
), |
|
86
|
|
|
RACE_NIJARIN => array( |
|
87
|
|
|
SHIP_TYPE_FURY, |
|
88
|
|
|
SHIP_TYPE_VINDICATOR, |
|
89
|
|
|
SHIP_TYPE_VENGEANCE, |
|
90
|
|
|
SHIP_TYPE_RETALIATION, |
|
91
|
|
|
SHIP_TYPE_REDEEMER |
|
92
|
|
|
) |
|
93
|
|
|
); |
|
94
|
|
|
|
|
95
|
|
|
|
|
96
|
|
|
try { |
|
97
|
|
|
NPCStuff(); |
|
98
|
|
|
} catch (Throwable $e) { |
|
99
|
|
|
logException($e); |
|
100
|
|
|
// Try to shut down cleanly |
|
101
|
|
|
exitNPC(); |
|
102
|
|
|
} |
|
103
|
|
|
|
|
104
|
|
|
|
|
105
|
|
|
function NPCStuff() : void { |
|
106
|
|
|
global $previousContainer; |
|
107
|
|
|
|
|
108
|
|
|
$session = Smr\Session::getInstance(); |
|
109
|
|
|
$session->setCurrentVar(new Page()); // initialize empty var |
|
110
|
|
|
|
|
111
|
|
|
debug('Script started'); |
|
112
|
|
|
|
|
113
|
|
|
// Load the first available NPC |
|
114
|
|
|
$changeNPC = true; |
|
115
|
|
|
|
|
116
|
|
|
while (true) { |
|
117
|
|
|
if ($changeNPC) { |
|
118
|
|
|
changeNPCLogin(); |
|
119
|
|
|
|
|
120
|
|
|
// Reset tracking variables |
|
121
|
|
|
$changeNPC = false; |
|
122
|
|
|
$allTradeRoutes = []; |
|
123
|
|
|
$tradeRoute = null; |
|
124
|
|
|
$actions = 0; |
|
125
|
|
|
|
|
126
|
|
|
// We chose a new NPC, we don't care what we were doing beforehand. |
|
127
|
|
|
$previousContainer = null; |
|
128
|
|
|
} |
|
129
|
|
|
|
|
130
|
|
|
try { |
|
131
|
|
|
// Avoid infinite loops by restricting the number of actions |
|
132
|
|
|
if ($actions > NPC_MAX_ACTIONS) { |
|
|
|
|
|
|
133
|
|
|
debug('Reached maximum number of actions: ' . NPC_MAX_ACTIONS); |
|
134
|
|
|
throw new FinalActionException; |
|
135
|
|
|
} |
|
136
|
|
|
|
|
137
|
|
|
debug('Action #' . $actions); |
|
138
|
|
|
|
|
139
|
|
|
//We have to reload player on each loop |
|
140
|
|
|
$player = $session->getPlayer(true); |
|
141
|
|
|
// Sanity check to be certain we actually have an NPC |
|
142
|
|
|
if (!$player->isNPC()) { |
|
143
|
|
|
throw new Exception('Player is not an NPC!'); |
|
144
|
|
|
} |
|
145
|
|
|
$player->updateTurns(); |
|
146
|
|
|
|
|
147
|
|
|
// Are we starting with a new NPC? |
|
148
|
|
|
if ($actions == 0) { |
|
149
|
|
|
checkStartConditions($player); |
|
150
|
|
|
|
|
151
|
|
|
// Ensure the NPC doesn't think it's under attack at startup, |
|
152
|
|
|
// since this could cause it to get stuck in a loop in Fed. |
|
153
|
|
|
$player->setUnderAttack(false); |
|
154
|
|
|
|
|
155
|
|
|
// Initialize the trade route for this NPC |
|
156
|
|
|
$allTradeRoutes = findRoutes($player); |
|
157
|
|
|
$tradeRoute = changeRoute($allTradeRoutes); |
|
158
|
|
|
|
|
159
|
|
|
// Upgrade ship if possible, reset hardware to max, etc. |
|
160
|
|
|
setupShip($player); |
|
161
|
|
|
|
|
162
|
|
|
// Update database (not essential to have a lock here) |
|
163
|
|
|
$player->update(); |
|
164
|
|
|
} |
|
165
|
|
|
|
|
166
|
|
|
if ($player->isDead()) { |
|
167
|
|
|
debug('Some evil person killed us, let\'s move on now.'); |
|
168
|
|
|
$player->setDead(false); // see death_processing.php |
|
169
|
|
|
$player->setNewbieWarning(false); // undo SmrPlayer::killPlayer setting this to true |
|
170
|
|
|
checkStartConditions($player); |
|
171
|
|
|
|
|
172
|
|
|
$previousContainer = null; //We died, we don't care what we were doing beforehand. |
|
173
|
|
|
setupShip($player); // reship before continuing |
|
174
|
|
|
$tradeRoute = changeRoute($allTradeRoutes, $tradeRoute); |
|
|
|
|
|
|
175
|
|
|
} |
|
176
|
|
|
|
|
177
|
|
|
// Do we have a plot that ends in Fed? |
|
178
|
|
|
$hasPlotToFed = $player->hasPlottedCourse() && SmrSector::getSector($player->getGameID(), $player->getPlottedCourse()->getEndSectorID())->offersFederalProtection(); |
|
179
|
|
|
|
|
180
|
|
|
if ($player->isUnderAttack() && !$hasPlotToFed) { |
|
181
|
|
|
// We're under attack and need to plot course to fed. |
|
182
|
|
|
debug('Under Attack'); |
|
183
|
|
|
processContainer(plotToFed($player)); |
|
184
|
|
|
} elseif ($hasPlotToFed) { |
|
185
|
|
|
// We have a route to fed to follow |
|
186
|
|
|
debug('Follow Course: ' . $player->getPlottedCourse()->getNextOnPath()); |
|
187
|
|
|
processContainer(moveToSector($player, $player->getPlottedCourse()->getNextOnPath())); |
|
188
|
|
|
} elseif ($player->hasPlottedCourse()) { |
|
189
|
|
|
// We have a route to follow |
|
190
|
|
|
debug('Follow Course: ' . $player->getPlottedCourse()->getNextOnPath()); |
|
191
|
|
|
processContainer(moveToSector($player, $player->getPlottedCourse()->getNextOnPath())); |
|
192
|
|
|
} elseif ($player->getTurns() < NPC_LOW_TURNS) { |
|
193
|
|
|
// We're low on turns or have been under attack and need to plot course to fed |
|
194
|
|
|
if ($player->hasFederalProtection()) { |
|
195
|
|
|
debug('We are in fed, time to switch to another NPC.'); |
|
196
|
|
|
throw new FinalActionException; |
|
197
|
|
|
} |
|
198
|
|
|
if ($player->getTurns() < NPC_LOW_TURNS) { |
|
199
|
|
|
debug('Low Turns:' . $player->getTurns()); |
|
200
|
|
|
} |
|
201
|
|
|
processContainer(plotToFed($player)); |
|
202
|
|
|
} elseif ($tradeRoute instanceof \Routes\Route) { |
|
203
|
|
|
debug('Trade Route'); |
|
204
|
|
|
$forwardRoute = $tradeRoute->getForwardRoute(); |
|
205
|
|
|
$returnRoute = $tradeRoute->getReturnRoute(); |
|
206
|
|
|
if ($forwardRoute->getBuySectorId() == $player->getSectorID() || $returnRoute->getBuySectorId() == $player->getSectorID()) { |
|
207
|
|
|
if ($forwardRoute->getBuySectorId() == $player->getSectorID()) { |
|
208
|
|
|
$buyRoute = $forwardRoute; |
|
209
|
|
|
$sellRoute = $returnRoute; |
|
210
|
|
|
} elseif ($returnRoute->getBuySectorId() == $player->getSectorID()) { |
|
211
|
|
|
$buyRoute = $returnRoute; |
|
212
|
|
|
$sellRoute = $forwardRoute; |
|
213
|
|
|
} |
|
214
|
|
|
|
|
215
|
|
|
$ship = $player->getShip(); |
|
216
|
|
|
if ($ship->getUsedHolds() > 0) { |
|
217
|
|
|
if ($ship->hasCargo($sellRoute->getGoodID())) { //Sell goods |
|
|
|
|
|
|
218
|
|
|
$goodID = $sellRoute->getGoodID(); |
|
219
|
|
|
|
|
220
|
|
|
$port = $player->getSector()->getPort(); |
|
221
|
|
|
$tradeRestriction = $port->getTradeRestriction($player); |
|
222
|
|
|
|
|
223
|
|
|
if ($tradeRestriction === false && $port->getGoodAmount($goodID) >= $ship->getCargo($sellRoute->getGoodID())) { //TODO: Sell what we can rather than forcing sell all at once? |
|
224
|
|
|
//Sell goods |
|
225
|
|
|
debug('Sell Goods'); |
|
226
|
|
|
processContainer(tradeGoods($goodID, $player, $port)); |
|
227
|
|
|
} else { |
|
228
|
|
|
//Move to next route or fed. |
|
229
|
|
|
if (($tradeRoute = changeRoute($allTradeRoutes)) === null) { |
|
230
|
|
|
debug('Changing Route Failed'); |
|
231
|
|
|
processContainer(plotToFed($player)); |
|
232
|
|
|
} else { |
|
233
|
|
|
debug('Route Changed'); |
|
234
|
|
|
throw new ForwardException; |
|
235
|
|
|
} |
|
236
|
|
|
} |
|
237
|
|
|
} elseif ($ship->hasCargo($buyRoute->getGoodID()) === true) { //We've bought goods, plot to sell |
|
|
|
|
|
|
238
|
|
|
debug('Plot To Sell: ' . $buyRoute->getSellSectorId()); |
|
239
|
|
|
processContainer(plotToSector($player, $buyRoute->getSellSectorId())); |
|
240
|
|
|
} else { |
|
241
|
|
|
//Dump goods |
|
242
|
|
|
debug('Dump Goods'); |
|
243
|
|
|
processContainer(dumpCargo($player)); |
|
244
|
|
|
} |
|
245
|
|
|
} else { //Buy goods |
|
246
|
|
|
$goodID = $buyRoute->getGoodID(); |
|
247
|
|
|
|
|
248
|
|
|
$port = $player->getSector()->getPort(); |
|
249
|
|
|
$tradeRestriction = $port->getTradeRestriction($player); |
|
250
|
|
|
|
|
251
|
|
|
if ($tradeRestriction === false && $port->getGoodAmount($goodID) >= $ship->getEmptyHolds()) { //Buy goods |
|
252
|
|
|
debug('Buy Goods'); |
|
253
|
|
|
processContainer(tradeGoods($goodID, $player, $port)); |
|
254
|
|
|
} else { |
|
255
|
|
|
//Move to next route or fed. |
|
256
|
|
|
if (($tradeRoute = changeRoute($allTradeRoutes)) === null) { |
|
257
|
|
|
debug('Changing Route Failed'); |
|
258
|
|
|
processContainer(plotToFed($player)); |
|
259
|
|
|
} else { |
|
260
|
|
|
debug('Route Changed'); |
|
261
|
|
|
throw new ForwardException; |
|
262
|
|
|
} |
|
263
|
|
|
} |
|
264
|
|
|
} |
|
265
|
|
|
} else { |
|
266
|
|
|
debug('Plot To Buy: ' . $forwardRoute->getBuySectorId()); |
|
267
|
|
|
processContainer(plotToSector($player, $forwardRoute->getBuySectorId())); |
|
268
|
|
|
} |
|
269
|
|
|
} else { //Something weird is going on.. Let's fed and wait. |
|
270
|
|
|
debug('No actual action? Wtf?'); |
|
271
|
|
|
processContainer(plotToFed($player)); |
|
272
|
|
|
} |
|
273
|
|
|
/* |
|
274
|
|
|
else { //Otherwise let's run around at random. |
|
275
|
|
|
$links = $player->getSector()->getLinks(); |
|
276
|
|
|
$moveTo = $links[array_rand($links)]; |
|
277
|
|
|
debug('Random Wanderings: '.$moveTo); |
|
278
|
|
|
processContainer(moveToSector($player,$moveTo)); |
|
279
|
|
|
} |
|
280
|
|
|
*/ |
|
281
|
|
|
throw new Exception('NPC failed to perform any action'); |
|
282
|
|
|
} catch (ForwardException) { |
|
283
|
|
|
$actions++; // we took an action |
|
284
|
|
|
} catch (FinalActionException) { |
|
285
|
|
|
if ($player->getSector()->offersFederalProtection() && !$player->hasFederalProtection()) { |
|
|
|
|
|
|
286
|
|
|
debug('Disarming so we can get Fed protection'); |
|
287
|
|
|
$player->getShip()->setCDs(0); |
|
288
|
|
|
$player->getShip()->removeAllWeapons(); |
|
289
|
|
|
$player->getShip()->update(); |
|
290
|
|
|
} |
|
291
|
|
|
// switch to a new NPC if we haven't taken any actions yet |
|
292
|
|
|
if ($actions > 0) { |
|
293
|
|
|
debug('We have taken actions and now want to change NPC, let\'s exit and let next script choose a new NPC to reset execution time', getrusage()); |
|
294
|
|
|
exitNPC(); |
|
295
|
|
|
} |
|
296
|
|
|
$changeNPC = true; |
|
297
|
|
|
} |
|
298
|
|
|
|
|
299
|
|
|
// Save any changes that we made during this action |
|
300
|
|
|
global $lock; |
|
301
|
|
|
if ($lock) { //only save if we have the lock. |
|
302
|
|
|
SmrSector::saveSectors(); |
|
303
|
|
|
SmrShip::saveShips(); |
|
304
|
|
|
SmrPlayer::savePlayers(); |
|
305
|
|
|
SmrForce::saveForces(); |
|
306
|
|
|
SmrPort::savePorts(); |
|
307
|
|
|
if (class_exists('WeightedRandom', false)) { |
|
308
|
|
|
WeightedRandom::saveWeightedRandoms(); |
|
309
|
|
|
} |
|
310
|
|
|
release_lock(); |
|
311
|
|
|
} |
|
312
|
|
|
|
|
313
|
|
|
//Clean up the caches as the data may get changed by other players |
|
314
|
|
|
clearCaches(); |
|
315
|
|
|
|
|
316
|
|
|
//Clear up some global vars to avoid contaminating subsequent pages |
|
317
|
|
|
global $locksFailed; |
|
318
|
|
|
$locksFailed = array(); |
|
319
|
|
|
$_REQUEST = array(); |
|
320
|
|
|
|
|
321
|
|
|
//Have a sleep between actions |
|
322
|
|
|
sleepNPC(); |
|
323
|
|
|
} |
|
324
|
|
|
debug('Actions Finished.'); |
|
325
|
|
|
exitNPC(); |
|
326
|
|
|
} |
|
327
|
|
|
|
|
328
|
|
|
function clearCaches() : void { |
|
329
|
|
|
SmrSector::clearCache(); |
|
330
|
|
|
SmrPlayer::clearCache(); |
|
331
|
|
|
SmrShip::clearCache(); |
|
332
|
|
|
SmrForce::clearCache(); |
|
333
|
|
|
SmrPort::clearCache(); |
|
334
|
|
|
} |
|
335
|
|
|
|
|
336
|
|
|
function debug(string $message, mixed $debugObject = null) : void { |
|
337
|
|
|
echo date('Y-m-d H:i:s - ') . $message . ($debugObject !== null ?EOL.var_export($debugObject, true) : '') . EOL; |
|
338
|
|
|
if (NPC_LOG_TO_DATABASE) { |
|
339
|
|
|
$session = Smr\Session::getInstance(); |
|
340
|
|
|
$accountID = $session->getAccountID(); |
|
341
|
|
|
$var = $session->getCurrentVar(); |
|
342
|
|
|
$db = Smr\Database::getInstance(); |
|
343
|
|
|
$logID = $db->insert('npc_logs', [ |
|
344
|
|
|
'script_id' => $db->escapeNumber(defined('SCRIPT_ID') ? SCRIPT_ID : 0), |
|
345
|
|
|
'npc_id' => $db->escapeNumber($accountID), |
|
346
|
|
|
'time' => 'NOW()', |
|
347
|
|
|
'message' => $db->escapeString($message), |
|
348
|
|
|
'debug_info' => $db->escapeString(var_export($debugObject, true)), |
|
349
|
|
|
'var' => $db->escapeString(var_export($var, true)), |
|
350
|
|
|
]); |
|
351
|
|
|
|
|
352
|
|
|
// On the first call to debug, we need to update the script_id retroactively |
|
353
|
|
|
if (!defined('SCRIPT_ID')) { |
|
354
|
|
|
define('SCRIPT_ID', $logID); |
|
355
|
|
|
$db->write('UPDATE npc_logs SET script_id=' . SCRIPT_ID . ' WHERE log_id=' . SCRIPT_ID); |
|
356
|
|
|
} |
|
357
|
|
|
} |
|
358
|
|
|
} |
|
359
|
|
|
|
|
360
|
|
|
/** |
|
361
|
|
|
* Determines if a player has enough turns to start taking actions |
|
362
|
|
|
*/ |
|
363
|
|
|
function checkStartConditions(SmrPlayer $player): void { |
|
364
|
|
|
$minTurnsThreshold = rand($player->getMaxTurns() / 2, $player->getMaxTurns()); |
|
365
|
|
|
if ($player->getTurns() < $minTurnsThreshold && ($player->hasNewbieTurns() || $player->hasFederalProtection())) { |
|
366
|
|
|
debug('We don\'t have enough turns to bother starting trading, and we are protected: ' . $player->getTurns()); |
|
367
|
|
|
throw new FinalActionException; |
|
368
|
|
|
} |
|
369
|
|
|
} |
|
370
|
|
|
|
|
371
|
|
|
function processContainer(Page $container) : never { |
|
372
|
|
|
global $forwardedContainer, $previousContainer; |
|
373
|
|
|
$session = Smr\Session::getInstance(); |
|
374
|
|
|
$player = $session->getPlayer(); |
|
375
|
|
|
if ($container == $previousContainer && $forwardedContainer['body'] != 'forces_attack.php') { |
|
376
|
|
|
debug('We are executing the same container twice?', array('ForwardedContainer' => $forwardedContainer, 'Container' => $container)); |
|
377
|
|
|
if ($player->hasNewbieTurns() || $player->hasFederalProtection()) { |
|
378
|
|
|
// 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. |
|
379
|
|
|
throw new Exception('We are executing the same container twice?'); |
|
380
|
|
|
} |
|
381
|
|
|
} |
|
382
|
|
|
clearCaches(); //Clear caches of anything we have used for decision making before processing container and getting lock. |
|
383
|
|
|
$previousContainer = $container; |
|
384
|
|
|
debug('Executing container', $container); |
|
385
|
|
|
// The next "page request" must occur at an updated time. |
|
386
|
|
|
Smr\Epoch::update(); |
|
387
|
|
|
$session->setCurrentVar($container); |
|
388
|
|
|
acquire_lock($player->getSectorID()); // Lock now to skip var update in do_voodoo |
|
389
|
|
|
do_voodoo(); |
|
390
|
|
|
} |
|
391
|
|
|
|
|
392
|
|
|
function sleepNPC() : void { |
|
393
|
|
|
usleep(rand(MIN_SLEEP_TIME, MAX_SLEEP_TIME)); //Sleep for a random time |
|
394
|
|
|
} |
|
395
|
|
|
|
|
396
|
|
|
// Releases an NPC when it is done working |
|
397
|
|
|
function releaseNPC() : void { |
|
398
|
|
|
$session = Smr\Session::getInstance(); |
|
399
|
|
|
if (!$session->hasAccount()) { |
|
400
|
|
|
debug('releaseNPC: no NPC to release'); |
|
401
|
|
|
return; |
|
402
|
|
|
} |
|
403
|
|
|
$login = $session->getAccount()->getLogin(); |
|
404
|
|
|
$db = Smr\Database::getInstance(); |
|
405
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(false) . ' WHERE login=' . $db->escapeString($login)); |
|
406
|
|
|
if ($db->getChangedRows() > 0) { |
|
407
|
|
|
debug('Released NPC: ' . $login); |
|
408
|
|
|
} else { |
|
409
|
|
|
debug('Failed to release NPC: ' . $login); |
|
410
|
|
|
} |
|
411
|
|
|
} |
|
412
|
|
|
|
|
413
|
|
|
function exitNPC() : void { |
|
414
|
|
|
debug('Exiting NPC script.'); |
|
415
|
|
|
releaseNPC(); |
|
416
|
|
|
release_lock(); |
|
417
|
|
|
exit; |
|
|
|
|
|
|
418
|
|
|
} |
|
419
|
|
|
|
|
420
|
|
|
function changeNPCLogin() : void { |
|
421
|
|
|
// Release previous NPC, if any |
|
422
|
|
|
releaseNPC(); |
|
423
|
|
|
|
|
424
|
|
|
// Lacking a convenient way to get up-to-date turns, order NPCs by how |
|
425
|
|
|
// recently they have taken an action. |
|
426
|
|
|
debug('Choosing new NPC'); |
|
427
|
|
|
static $availableNpcs = null; |
|
428
|
|
|
|
|
429
|
|
|
$db = Smr\Database::getInstance(); |
|
430
|
|
|
$session = Smr\Session::getInstance(); |
|
431
|
|
|
|
|
432
|
|
|
if (is_null($availableNpcs)) { |
|
433
|
|
|
// Make sure NPC's have been set up in the database |
|
434
|
|
|
$dbResult = $db->read('SELECT 1 FROM npc_logins LIMIT 1'); |
|
435
|
|
|
if (!$dbResult->hasRecord()) { |
|
436
|
|
|
debug('No NPCs have been created yet!'); |
|
437
|
|
|
exitNPC(); |
|
438
|
|
|
} |
|
439
|
|
|
|
|
440
|
|
|
// Make sure to select NPCs from active games only |
|
441
|
|
|
$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(Smr\Epoch::time()) . ' AND end_time > ' . $db->escapeNumber(Smr\Epoch::time()) . ' ORDER BY last_turn_update ASC'); |
|
442
|
|
|
foreach ($dbResult->records() as $dbRecord) { |
|
443
|
|
|
$availableNpcs[] = [ |
|
444
|
|
|
'account_id' => $dbRecord->getInt('account_id'), |
|
445
|
|
|
'game_id' => $dbRecord->getInt('game_id'), |
|
446
|
|
|
]; |
|
447
|
|
|
} |
|
448
|
|
|
} |
|
449
|
|
|
|
|
450
|
|
|
if (empty($availableNpcs)) { |
|
451
|
|
|
debug('No free NPCs'); |
|
452
|
|
|
exitNPC(); |
|
453
|
|
|
} |
|
454
|
|
|
|
|
455
|
|
|
// Pop an NPC off the top of the stack to activate |
|
456
|
|
|
$npc = array_shift($availableNpcs); |
|
457
|
|
|
|
|
458
|
|
|
// Update session info for this chosen NPC |
|
459
|
|
|
$account = SmrAccount::getAccount($npc['account_id']); |
|
460
|
|
|
$session->setAccount($account); |
|
461
|
|
|
$session->updateGame($npc['game_id']); |
|
462
|
|
|
|
|
463
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(true) . ' WHERE login=' . $db->escapeString($account->getLogin())); |
|
464
|
|
|
debug('Chosen NPC: ' . $account->getLogin() . ' (game ' . $session->getGameID() . ')'); |
|
465
|
|
|
} |
|
466
|
|
|
|
|
467
|
|
|
function tradeGoods(int $goodID, AbstractSmrPlayer $player, SmrPort $port) : Page { |
|
468
|
|
|
sleepNPC(); //We have an extra sleep at port to make the NPC more vulnerable. |
|
469
|
|
|
$ship = $player->getShip(); |
|
470
|
|
|
$relations = $player->getRelation($port->getRaceID()); |
|
471
|
|
|
|
|
472
|
|
|
$transaction = $port->getGoodTransaction($goodID); |
|
473
|
|
|
|
|
474
|
|
|
if ($transaction === TRADER_BUYS) { |
|
475
|
|
|
$amount = $ship->getEmptyHolds(); |
|
476
|
|
|
} else { |
|
477
|
|
|
$amount = $ship->getCargo($goodID); |
|
478
|
|
|
} |
|
479
|
|
|
|
|
480
|
|
|
$idealPrice = $port->getIdealPrice($goodID, $transaction, $amount, $relations); |
|
481
|
|
|
$offeredPrice = $port->getOfferPrice($idealPrice, $relations, $transaction); |
|
482
|
|
|
|
|
483
|
|
|
$_REQUEST = ['action' => $transaction]; |
|
484
|
|
|
return Page::create('shop_goods_processing.php', '', array('offered_price'=>$offeredPrice, 'ideal_price'=>$idealPrice, 'amount'=>$amount, 'good_id'=>$goodID, 'bargain_price'=>$offeredPrice)); |
|
485
|
|
|
} |
|
486
|
|
|
|
|
487
|
|
|
function dumpCargo(SmrPlayer $player) : Page { |
|
488
|
|
|
$ship = $player->getShip(); |
|
489
|
|
|
$cargo = $ship->getCargo(); |
|
490
|
|
|
debug('Ship Cargo', $cargo); |
|
491
|
|
|
foreach ($cargo as $goodID => $amount) { |
|
492
|
|
|
if ($amount > 0) { |
|
493
|
|
|
return Page::create('cargo_dump_processing.php', '', array('good_id'=>$goodID, 'amount'=>$amount)); |
|
494
|
|
|
} |
|
495
|
|
|
} |
|
496
|
|
|
throw new Exception('Called dumpCargo without any cargo!'); |
|
497
|
|
|
} |
|
498
|
|
|
|
|
499
|
|
|
function plotToSector(SmrPlayer $player, int $sectorID) : Page { |
|
500
|
|
|
return Page::create('course_plot_processing.php', '', array('from'=>$player->getSectorID(), 'to'=>$sectorID)); |
|
501
|
|
|
} |
|
502
|
|
|
|
|
503
|
|
|
function plotToFed(SmrPlayer $player) : Page { |
|
504
|
|
|
debug('Plotting To Fed'); |
|
505
|
|
|
|
|
506
|
|
|
// Always drop illegal goods before heading to fed space |
|
507
|
|
|
if ($player->getShip()->hasIllegalGoods()) { |
|
508
|
|
|
debug('Dumping illegal goods'); |
|
509
|
|
|
processContainer(dumpCargo($player)); |
|
510
|
|
|
} |
|
511
|
|
|
|
|
512
|
|
|
$fedLocID = $player->getRaceID() + LOCATION_GROUP_RACIAL_BEACONS; |
|
513
|
|
|
$container = plotToNearest($player, SmrLocation::getLocation($fedLocID)); |
|
514
|
|
|
if ($container === false) { |
|
515
|
|
|
debug('Plotted to fed whilst in fed, switch NPC and wait for turns'); |
|
516
|
|
|
throw new FinalActionException; |
|
517
|
|
|
} |
|
518
|
|
|
return $container; |
|
519
|
|
|
} |
|
520
|
|
|
|
|
521
|
|
|
function plotToNearest(AbstractSmrPlayer $player, mixed $realX) : Page|false { |
|
522
|
|
|
debug('Plotting To: ', $realX); //TODO: Can we make the debug output a bit nicer? |
|
523
|
|
|
|
|
524
|
|
|
if ($player->getSector()->hasX($realX)) { //Check if current sector has what we're looking for before we attempt to plot and get error. |
|
525
|
|
|
debug('Already available in sector'); |
|
526
|
|
|
return false; |
|
527
|
|
|
} |
|
528
|
|
|
|
|
529
|
|
|
return Page::create('course_plot_nearest_processing.php', '', array('RealX'=>$realX)); |
|
530
|
|
|
} |
|
531
|
|
|
|
|
532
|
|
|
function moveToSector(SmrPlayer $player, int $targetSector) : Page { |
|
533
|
|
|
debug('Moving from #' . $player->getSectorID() . ' to #' . $targetSector); |
|
534
|
|
|
return Page::create('sector_move_processing.php', '', array('target_sector'=>$targetSector, 'target_page'=>'')); |
|
535
|
|
|
} |
|
536
|
|
|
|
|
537
|
|
|
function checkForShipUpgrade(AbstractSmrPlayer $player) : void { |
|
538
|
|
|
foreach (SHIP_UPGRADE_PATH[$player->getRaceID()] as $upgradeShipID) { |
|
539
|
|
|
if ($player->getShipTypeID() == $upgradeShipID) { |
|
540
|
|
|
//We can't upgrade, only downgrade. |
|
541
|
|
|
return; |
|
542
|
|
|
} |
|
543
|
|
|
$cost = $player->getShip()->getCostToUpgrade($upgradeShipID); |
|
544
|
|
|
$balance = $player->getCredits() - $cost; |
|
545
|
|
|
if ($balance > MINIMUM_RESERVE_CREDITS) { |
|
546
|
|
|
debug('Upgrading to ship type: ' . $upgradeShipID); |
|
547
|
|
|
$player->setCredits($balance); |
|
548
|
|
|
$player->getShip()->setTypeID($upgradeShipID); |
|
549
|
|
|
return; |
|
550
|
|
|
} |
|
551
|
|
|
} |
|
552
|
|
|
} |
|
553
|
|
|
|
|
554
|
|
|
function setupShip(AbstractSmrPlayer $player) : void { |
|
555
|
|
|
// Upgrade ships if we can |
|
556
|
|
|
checkForShipUpgrade($player); |
|
557
|
|
|
|
|
558
|
|
|
// Start the NPC with max hardware |
|
559
|
|
|
$ship = $player->getShip(); |
|
560
|
|
|
$ship->setHardwareToMax(); |
|
561
|
|
|
|
|
562
|
|
|
// Equip the ship with as many lasers as it can hold |
|
563
|
|
|
$weaponIDs = [ |
|
564
|
|
|
WEAPON_TYPE_PLANETARY_PULSE_LASER, |
|
565
|
|
|
WEAPON_TYPE_HUGE_PULSE_LASER, |
|
566
|
|
|
WEAPON_TYPE_HUGE_PULSE_LASER, |
|
567
|
|
|
WEAPON_TYPE_LARGE_PULSE_LASER, |
|
568
|
|
|
WEAPON_TYPE_LARGE_PULSE_LASER, |
|
569
|
|
|
WEAPON_TYPE_LARGE_PULSE_LASER, |
|
570
|
|
|
WEAPON_TYPE_LASER, |
|
571
|
|
|
]; |
|
572
|
|
|
$ship->removeAllWeapons(); |
|
573
|
|
|
while ($ship->hasOpenWeaponSlots()) { |
|
574
|
|
|
$weapon = SmrWeapon::getWeapon(array_shift($weaponIDs)); |
|
575
|
|
|
$ship->addWeapon($weapon); |
|
576
|
|
|
} |
|
577
|
|
|
|
|
578
|
|
|
// Enable special hardware |
|
579
|
|
|
if ($ship->hasCloak()) { |
|
580
|
|
|
$ship->enableCloak(); |
|
581
|
|
|
} |
|
582
|
|
|
if ($ship->hasIllusion()) { |
|
583
|
|
|
$illusionShipID = array_rand_value(SHIP_UPGRADE_PATH[$player->getRaceID()]); |
|
584
|
|
|
$ship->setIllusion($illusionShipID, rand(8, 25), rand(6, 20)); |
|
585
|
|
|
} |
|
586
|
|
|
|
|
587
|
|
|
// Update database (not essential to have a lock here) |
|
588
|
|
|
$player->update(); |
|
589
|
|
|
$ship->update(); |
|
590
|
|
|
} |
|
591
|
|
|
|
|
592
|
|
|
function changeRoute(array &$tradeRoutes, Routes\Route $routeToAvoid = null) : ?Routes\Route { |
|
593
|
|
|
// Remove any route from the pool of available routes if it contains |
|
594
|
|
|
// either of the sectors in the $routeToAvoid (i.e. we died on it, |
|
595
|
|
|
// so don't go back!). |
|
596
|
|
|
if ($routeToAvoid !== null) { |
|
597
|
|
|
$avoidSectorIDs = array_unique([ |
|
598
|
|
|
$routeToAvoid->getForwardRoute()->getSellSectorId(), |
|
599
|
|
|
$routeToAvoid->getForwardRoute()->getBuySectorId(), |
|
600
|
|
|
$routeToAvoid->getReturnRoute()->getSellSectorId(), |
|
601
|
|
|
$routeToAvoid->getReturnRoute()->getBuySectorId(), |
|
602
|
|
|
]); |
|
603
|
|
|
foreach ($tradeRoutes as $key => $route) { |
|
604
|
|
|
foreach ($avoidSectorIDs as $avoidSectorID) { |
|
605
|
|
|
if ($route->containsPort($avoidSectorID)) { |
|
606
|
|
|
unset($tradeRoutes[$key]); |
|
607
|
|
|
break; |
|
608
|
|
|
} |
|
609
|
|
|
} |
|
610
|
|
|
} |
|
611
|
|
|
} |
|
612
|
|
|
|
|
613
|
|
|
if (count($tradeRoutes) == 0) { |
|
614
|
|
|
return null; |
|
615
|
|
|
} |
|
616
|
|
|
|
|
617
|
|
|
// Pick a random route |
|
618
|
|
|
$routeKey = array_rand($tradeRoutes); |
|
619
|
|
|
$tradeRoute = $tradeRoutes[$routeKey]; |
|
620
|
|
|
|
|
621
|
|
|
// Remove the route we chose so that we don't pick it again later. |
|
622
|
|
|
unset($tradeRoutes[$routeKey]); |
|
623
|
|
|
|
|
624
|
|
|
debug('Switched route', $tradeRoute); |
|
625
|
|
|
return $tradeRoute; |
|
626
|
|
|
} |
|
627
|
|
|
|
|
628
|
|
|
function findRoutes(SmrPlayer $player) : array { |
|
629
|
|
|
debug('Finding Routes'); |
|
630
|
|
|
|
|
631
|
|
|
$tradeGoods = array(GOODS_NOTHING => false); |
|
632
|
|
|
foreach (Globals::getGoods() as $goodID => $good) { |
|
633
|
|
|
if ($player->meetsAlignmentRestriction($good['AlignRestriction'])) { |
|
634
|
|
|
$tradeGoods[$goodID] = true; |
|
635
|
|
|
} else { |
|
636
|
|
|
$tradeGoods[$goodID] = false; |
|
637
|
|
|
} |
|
638
|
|
|
} |
|
639
|
|
|
|
|
640
|
|
|
// Only allow NPCs to trade at ports of their race and neutral ports |
|
641
|
|
|
$tradeRaces = array(); |
|
642
|
|
|
foreach (Smr\Race::getAllIDs() as $raceID) { |
|
643
|
|
|
$tradeRaces[$raceID] = false; |
|
644
|
|
|
} |
|
645
|
|
|
$tradeRaces[$player->getRaceID()] = true; |
|
646
|
|
|
$tradeRaces[RACE_NEUTRAL] = true; |
|
647
|
|
|
|
|
648
|
|
|
$galaxy = $player->getSector()->getGalaxy(); |
|
649
|
|
|
|
|
650
|
|
|
$maxNumberOfPorts = 2; |
|
651
|
|
|
$routesForPort = -1; |
|
652
|
|
|
$numberOfRoutes = 100; |
|
653
|
|
|
$maxDistance = 15; |
|
654
|
|
|
|
|
655
|
|
|
$startSectorID = $galaxy->getStartSector(); |
|
656
|
|
|
$endSectorID = $galaxy->getEndSector(); |
|
657
|
|
|
|
|
658
|
|
|
$db = Smr\Database::getInstance(); |
|
659
|
|
|
$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)); |
|
660
|
|
|
if ($dbResult->hasRecord()) { |
|
661
|
|
|
$routes = $dbResult->record()->getObject('routes', true); |
|
662
|
|
|
debug('Using Cached Routes: #' . count($routes)); |
|
663
|
|
|
return $routes; |
|
664
|
|
|
} else { |
|
665
|
|
|
debug('Generating Routes'); |
|
666
|
|
|
$allSectors = array(); |
|
667
|
|
|
foreach (SmrGalaxy::getGameGalaxies($player->getGameID()) as $galaxy) { |
|
668
|
|
|
$allSectors += $galaxy->getSectors(); //Merge arrays |
|
669
|
|
|
} |
|
670
|
|
|
|
|
671
|
|
|
$distances = Plotter::calculatePortToPortDistances($allSectors, $maxDistance, $startSectorID, $endSectorID); |
|
672
|
|
|
|
|
673
|
|
|
if ($maxNumberOfPorts == 1) { |
|
|
|
|
|
|
674
|
|
|
$allRoutes = \Routes\RouteGenerator::generateOneWayRoutes($allSectors, $distances, $tradeGoods, $tradeRaces, $routesForPort); |
|
675
|
|
|
} else { |
|
676
|
|
|
$allRoutes = \Routes\RouteGenerator::generateMultiPortRoutes($maxNumberOfPorts, $allSectors, $tradeGoods, $tradeRaces, $distances, $routesForPort, $numberOfRoutes); |
|
677
|
|
|
} |
|
678
|
|
|
|
|
679
|
|
|
unset($distances); |
|
680
|
|
|
|
|
681
|
|
|
$routesMerged = array(); |
|
682
|
|
|
foreach ($allRoutes[\Routes\RouteGenerator::MONEY_ROUTE] as $multi => $routesByMulti) { |
|
683
|
|
|
$routesMerged += $routesByMulti; //Merge arrays |
|
684
|
|
|
} |
|
685
|
|
|
|
|
686
|
|
|
unset($allSectors); |
|
687
|
|
|
SmrPort::clearCache(); |
|
688
|
|
|
SmrSector::clearCache(); |
|
689
|
|
|
|
|
690
|
|
|
if (count($routesMerged) == 0) { |
|
691
|
|
|
debug('Could not find any routes! Try another NPC.'); |
|
692
|
|
|
throw new FinalActionException; |
|
693
|
|
|
} |
|
694
|
|
|
|
|
695
|
|
|
$db->insert('route_cache', [ |
|
696
|
|
|
'game_id' => $db->escapeNumber($player->getGameID()), |
|
697
|
|
|
'max_ports' => $db->escapeNumber($maxNumberOfPorts), |
|
698
|
|
|
'goods_allowed' => $db->escapeObject($tradeGoods), |
|
699
|
|
|
'races_allowed' => $db->escapeObject($tradeRaces), |
|
700
|
|
|
'start_sector_id' => $db->escapeNumber($startSectorID), |
|
701
|
|
|
'end_sector_id' => $db->escapeNumber($endSectorID), |
|
702
|
|
|
'routes_for_port' => $db->escapeNumber($routesForPort), |
|
703
|
|
|
'max_distance' => $db->escapeNumber($maxDistance), |
|
704
|
|
|
'routes' => $db->escapeObject($routesMerged, true), |
|
705
|
|
|
]); |
|
706
|
|
|
debug('Found Routes: #' . count($routesMerged)); |
|
707
|
|
|
return $routesMerged; |
|
708
|
|
|
} |
|
709
|
|
|
} |
|
710
|
|
|
|
The issue could also be caused by a filter entry in the build configuration. If the path has been excluded in your configuration, e.g.
excluded_paths: ["lib/*"], you can move it to the dependency path list as follows:For further information see https://scrutinizer-ci.com/docs/tools/php/php-scrutinizer/#list-dependency-paths