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<?php declare(strict_types=1); |
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// Use this exception to help override container forwarding for NPC's |
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class ForwardException extends Exception {} |
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// Use this exception to indicate that an NPC has taken its final action |
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class FinalActionException extends Exception {} |
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function overrideForward(Page $container) : never { |
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global $forwardedContainer; |
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$forwardedContainer = $container; |
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if ($container['body'] == 'error.php') { |
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// We hit a create_error - this shouldn't happen for an NPC often, |
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// for now we want to throw an exception for it for testing. |
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debug('Hit an error'); |
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throw new Exception($container['message']); |
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} |
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// We have to throw the exception to get back up the stack, |
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// otherwise we quickly hit problems of overflowing the stack. |
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throw new ForwardException; |
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} |
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const OVERRIDE_FORWARD = true; |
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// Must be defined before anything that might throw an exception |
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const NPC_SCRIPT = true; |
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// global config |
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require_once(realpath(dirname(__FILE__)) . '/../../bootstrap.php'); |
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// bot config |
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require_once(CONFIG . 'npc/config.specific.php'); |
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// needed libs |
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require_once(get_file_loc('smr.inc.php')); |
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require_once(get_file_loc('shop_goods.inc.php')); |
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// Raise exceptions for all types of errors for improved error reporting |
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// and to attempt to shut down the NPCs cleanly on errors. |
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set_error_handler("exception_error_handler"); |
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const SHIP_UPGRADE_PATH = array( |
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RACE_ALSKANT => array( |
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SHIP_TYPE_TRADE_MASTER, |
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SHIP_TYPE_DEEP_SPACER, |
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SHIP_TYPE_DEAL_MAKER, |
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SHIP_TYPE_TRIP_MAKER, |
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SHIP_TYPE_SMALL_TIMER |
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), |
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RACE_CREONTI => array( |
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SHIP_TYPE_DEVASTATOR, |
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SHIP_TYPE_JUGGERNAUT, |
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SHIP_TYPE_GOLIATH, |
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SHIP_TYPE_LEVIATHAN, |
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SHIP_TYPE_MEDIUM_CARGO_HULK |
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), |
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RACE_HUMAN => array( |
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SHIP_TYPE_DESTROYER, |
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SHIP_TYPE_BORDER_CRUISER, |
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SHIP_TYPE_AMBASSADOR, |
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SHIP_TYPE_RENAISSANCE, |
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SHIP_TYPE_LIGHT_FREIGHTER |
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), |
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RACE_IKTHORNE => array( |
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SHIP_TYPE_MOTHER_SHIP, |
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SHIP_TYPE_ADVANCED_CARRIER, |
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SHIP_TYPE_FAVOURED_OFFSPRING, |
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SHIP_TYPE_PROTO_CARRIER, |
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SHIP_TYPE_TINY_DELIGHT |
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), |
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RACE_SALVENE => array( |
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SHIP_TYPE_EATER_OF_SOULS, |
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SHIP_TYPE_RAVAGER, |
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SHIP_TYPE_PREDATOR, |
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SHIP_TYPE_DRUDGE, |
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SHIP_TYPE_HATCHLINGS_DUE |
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), |
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RACE_THEVIAN => array( |
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SHIP_TYPE_ASSAULT_CRAFT, |
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SHIP_TYPE_CARAPACE, |
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SHIP_TYPE_BOUNTY_HUNTER, |
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SHIP_TYPE_EXPEDITER, |
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SHIP_TYPE_SWIFT_VENTURE |
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), |
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RACE_WQHUMAN => array( |
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SHIP_TYPE_DARK_MIRAGE, |
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SHIP_TYPE_BLOCKADE_RUNNER, |
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SHIP_TYPE_ROGUE, |
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SHIP_TYPE_RESISTANCE, |
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SHIP_TYPE_SLIP_FREIGHTER |
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), |
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RACE_NIJARIN => array( |
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SHIP_TYPE_FURY, |
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SHIP_TYPE_VINDICATOR, |
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SHIP_TYPE_VENGEANCE, |
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SHIP_TYPE_RETALIATION, |
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SHIP_TYPE_REDEEMER |
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) |
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); |
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try { |
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NPCStuff(); |
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} catch (Throwable $e) { |
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logException($e); |
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// Try to shut down cleanly |
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exitNPC(); |
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} |
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function NPCStuff() : void { |
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global $previousContainer; |
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$session = Smr\Session::getInstance(); |
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$session->setCurrentVar(new Page()); // initialize empty var |
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debug('Script started'); |
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// Load the first available NPC |
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$changeNPC = true; |
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while (true) { |
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if ($changeNPC) { |
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changeNPCLogin(); |
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// Reset tracking variables |
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$changeNPC = false; |
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$allTradeRoutes = []; |
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$tradeRoute = null; |
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$underAttack = false; |
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$actions = 0; |
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// We chose a new NPC, we don't care what we were doing beforehand. |
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$previousContainer = null; |
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} |
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try { |
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// Avoid infinite loops by restricting the number of actions |
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if ($actions > NPC_MAX_ACTIONS) { |
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debug('Reached maximum number of actions: ' . NPC_MAX_ACTIONS); |
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throw new FinalActionException; |
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} |
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debug('Action #' . $actions); |
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//We have to reload player on each loop |
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$player = $session->getPlayer(true); |
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// Sanity check to be certain we actually have an NPC |
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if (!$player->isNPC()) { |
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throw new Exception('Player is not an NPC!'); |
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} |
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$player->updateTurns(); |
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// Are we starting with a new NPC? |
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if ($actions == 0) { |
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if ($player->getTurns() <= rand($player->getMaxTurns() / 2, $player->getMaxTurns()) && ($player->hasNewbieTurns() || $player->hasFederalProtection())) { |
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debug('We don\'t have enough turns to bother starting trading, and we are protected: ' . $player->getTurns()); |
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throw new FinalActionException; |
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} |
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// Ensure the NPC doesn't think it's under attack at startup, |
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// since this could cause it to get stuck in a loop in Fed. |
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$player->removeUnderAttack(); |
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// Initialize the trade route for this NPC |
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$allTradeRoutes = findRoutes($player); |
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$tradeRoute = changeRoute($allTradeRoutes); |
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// Upgrade ships if we can |
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checkForShipUpgrade($player); |
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// Start the NPC with max hardware |
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$player->getShip()->setHardwareToMax(); |
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// Equip the ship with as many lasers as it can hold |
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$weaponIDs = [ |
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WEAPON_TYPE_PLANETARY_PULSE_LASER, |
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WEAPON_TYPE_HUGE_PULSE_LASER, |
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WEAPON_TYPE_HUGE_PULSE_LASER, |
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WEAPON_TYPE_LARGE_PULSE_LASER, |
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WEAPON_TYPE_LARGE_PULSE_LASER, |
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WEAPON_TYPE_LARGE_PULSE_LASER, |
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WEAPON_TYPE_LASER, |
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]; |
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$player->getShip()->removeAllWeapons(); |
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while ($player->getShip()->hasOpenWeaponSlots()) { |
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$weapon = SmrWeapon::getWeapon(array_shift($weaponIDs)); |
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$player->getShip()->addWeapon($weapon); |
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} |
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// Update database (not essential to have a lock here) |
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$player->update(); |
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$player->getShip()->update(); |
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} |
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if ($player->isDead()) { |
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debug('Some evil person killed us, let\'s move on now.'); |
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$previousContainer = null; //We died, we don't care what we were doing beforehand. |
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$tradeRoute = changeRoute($allTradeRoutes, $tradeRoute); |
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processContainer(Page::create('death_processing.php')); |
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} |
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if ($player->getNewbieTurns() <= NEWBIE_TURNS_WARNING_LIMIT && $player->getNewbieWarning()) { |
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processContainer(Page::create('newbie_warning_processing.php')); |
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} |
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if (!$underAttack && $player->isUnderAttack() === true |
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&& ($player->hasPlottedCourse() === false || $player->getPlottedCourse()->getEndSector()->offersFederalProtection() === false)) { |
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// We're under attack and need to plot course to fed. |
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debug('Under Attack'); |
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$underAttack = true; |
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processContainer(plotToFed($player)); |
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} elseif ($player->hasPlottedCourse() === true && $player->getPlottedCourse()->getEndSector()->offersFederalProtection()) { |
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// We have a route to fed to follow |
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debug('Follow Course: ' . $player->getPlottedCourse()->getNextOnPath()); |
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processContainer(moveToSector($player, $player->getPlottedCourse()->getNextOnPath())); |
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} elseif ($player->hasPlottedCourse() === true) { |
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// We have a route to follow |
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debug('Follow Course: ' . $player->getPlottedCourse()->getNextOnPath()); |
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processContainer(moveToSector($player, $player->getPlottedCourse()->getNextOnPath())); |
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} elseif ($player->getTurns() < NPC_LOW_TURNS || ($player->getTurns() < $player->getMaxTurns() / 2 && $player->getNewbieTurns() < NPC_LOW_NEWBIE_TURNS) || $underAttack) { |
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// We're low on turns or have been under attack and need to plot course to fed |
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if ($player->getTurns() < NPC_LOW_TURNS) { |
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debug('Low Turns:' . $player->getTurns()); |
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} |
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if ($underAttack) { |
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debug('Fedding after attack.'); |
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} |
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if ($player->hasNewbieTurns()) { //We have newbie turns, we can just wait here. |
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debug('We have newbie turns, let\'s just switch to another NPC.'); |
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throw new FinalActionException; |
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} |
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if ($player->hasFederalProtection()) { |
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debug('We are in fed, time to switch to another NPC.'); |
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throw new FinalActionException; |
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} |
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processContainer(plotToFed($player)); |
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} elseif ($tradeRoute instanceof \Routes\Route) { |
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debug('Trade Route'); |
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$forwardRoute = $tradeRoute->getForwardRoute(); |
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$returnRoute = $tradeRoute->getReturnRoute(); |
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if ($forwardRoute->getBuySectorId() == $player->getSectorID() || $returnRoute->getBuySectorId() == $player->getSectorID()) { |
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if ($forwardRoute->getBuySectorId() == $player->getSectorID()) { |
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$buyRoute = $forwardRoute; |
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$sellRoute = $returnRoute; |
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} elseif ($returnRoute->getBuySectorId() == $player->getSectorID()) { |
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$buyRoute = $returnRoute; |
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$sellRoute = $forwardRoute; |
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} |
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$ship = $player->getShip(); |
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if ($ship->getUsedHolds() > 0) { |
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if ($ship->hasCargo($sellRoute->getGoodID())) { //Sell goods |
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$goodID = $sellRoute->getGoodID(); |
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$port = $player->getSector()->getPort(); |
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$tradeRestriction = $port->getTradeRestriction($player); |
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if ($tradeRestriction === false && $port->getGoodAmount($goodID) >= $ship->getCargo($sellRoute->getGoodID())) { //TODO: Sell what we can rather than forcing sell all at once? |
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//Sell goods |
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debug('Sell Goods'); |
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processContainer(tradeGoods($goodID, $player, $port)); |
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} else { |
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//Move to next route or fed. |
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if (($tradeRoute = changeRoute($allTradeRoutes)) === null) { |
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debug('Changing Route Failed'); |
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processContainer(plotToFed($player)); |
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} else { |
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debug('Route Changed'); |
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throw new ForwardException; |
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} |
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} |
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} elseif ($ship->hasCargo($buyRoute->getGoodID()) === true) { //We've bought goods, plot to sell |
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debug('Plot To Sell: ' . $buyRoute->getSellSectorId()); |
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processContainer(plotToSector($player, $buyRoute->getSellSectorId())); |
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} else { |
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//Dump goods |
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debug('Dump Goods'); |
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processContainer(dumpCargo($player)); |
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} |
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} else { //Buy goods |
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$goodID = $buyRoute->getGoodID(); |
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$port = $player->getSector()->getPort(); |
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$tradeRestriction = $port->getTradeRestriction($player); |
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if ($tradeRestriction === false && $port->getGoodAmount($goodID) >= $ship->getEmptyHolds()) { //Buy goods |
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debug('Buy Goods'); |
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processContainer(tradeGoods($goodID, $player, $port)); |
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} else { |
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//Move to next route or fed. |
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if (($tradeRoute = changeRoute($allTradeRoutes)) === null) { |
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debug('Changing Route Failed'); |
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processContainer(plotToFed($player)); |
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} else { |
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debug('Route Changed'); |
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throw new ForwardException; |
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} |
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} |
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} |
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} else { |
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debug('Plot To Buy: ' . $forwardRoute->getBuySectorId()); |
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processContainer(plotToSector($player, $forwardRoute->getBuySectorId())); |
300
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} |
301
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} else { //Something weird is going on.. Let's fed and wait. |
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debug('No actual action? Wtf?'); |
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processContainer(plotToFed($player)); |
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} |
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/* |
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else { //Otherwise let's run around at random. |
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$links = $player->getSector()->getLinks(); |
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$moveTo = $links[array_rand($links)]; |
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debug('Random Wanderings: '.$moveTo); |
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processContainer(moveToSector($player,$moveTo)); |
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} |
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*/ |
313
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throw new Exception('NPC failed to perform any action'); |
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} catch (ForwardException $e) { |
315
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$actions++; // we took an action |
316
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} catch (FinalActionException $e) { |
317
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if ($player->getSector()->offersFederalProtection() && !$player->hasFederalProtection()) { |
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debug('Disarming so we can get Fed protection'); |
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$player->getShip()->setCDs(0); |
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$player->getShip()->removeAllWeapons(); |
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$player->getShip()->update(); |
322
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} |
323
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// switch to a new NPC if we haven't taken any actions yet |
324
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if ($actions > 0) { |
325
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debug('We have taken actions and now want to change NPC, let\'s exit and let next script choose a new NPC to reset execution time', getrusage()); |
326
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exitNPC(); |
327
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} |
328
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$changeNPC = true; |
329
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} |
330
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331
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// Save any changes that we made during this action |
332
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|
|
global $lock; |
333
|
|
|
if ($lock) { //only save if we have the lock. |
334
|
|
|
SmrSector::saveSectors(); |
335
|
|
|
SmrShip::saveShips(); |
336
|
|
|
SmrPlayer::savePlayers(); |
337
|
|
|
SmrForce::saveForces(); |
338
|
|
|
SmrPort::savePorts(); |
339
|
|
|
if (class_exists('WeightedRandom', false)) { |
340
|
|
|
WeightedRandom::saveWeightedRandoms(); |
341
|
|
|
} |
342
|
|
|
release_lock(); |
343
|
|
|
} |
344
|
|
|
|
345
|
|
|
//Clean up the caches as the data may get changed by other players |
346
|
|
|
clearCaches(); |
347
|
|
|
|
348
|
|
|
//Clear up some global vars to avoid contaminating subsequent pages |
349
|
|
|
global $locksFailed; |
350
|
|
|
$locksFailed = array(); |
351
|
|
|
$_REQUEST = array(); |
352
|
|
|
|
353
|
|
|
//Have a sleep between actions |
354
|
|
|
sleepNPC(); |
355
|
|
|
} |
356
|
|
|
debug('Actions Finished.'); |
357
|
|
|
exitNPC(); |
358
|
|
|
} |
359
|
|
|
|
360
|
|
|
function clearCaches() : void { |
361
|
|
|
SmrSector::clearCache(); |
362
|
|
|
SmrPlayer::clearCache(); |
363
|
|
|
SmrShip::clearCache(); |
364
|
|
|
SmrForce::clearCache(); |
365
|
|
|
SmrPort::clearCache(); |
366
|
|
|
} |
367
|
|
|
|
368
|
|
|
function debug(string $message, mixed $debugObject = null) : void { |
369
|
|
|
echo date('Y-m-d H:i:s - ') . $message . ($debugObject !== null ?EOL.var_export($debugObject, true) : '') . EOL; |
370
|
|
|
if (NPC_LOG_TO_DATABASE) { |
371
|
|
|
$session = Smr\Session::getInstance(); |
372
|
|
|
$accountID = $session->getAccountID(); |
373
|
|
|
$var = $session->getCurrentVar(); |
374
|
|
|
$db = Smr\Database::getInstance(); |
375
|
|
|
$db->write('INSERT INTO npc_logs (script_id, npc_id, time, message, debug_info, var) VALUES (' . (defined('SCRIPT_ID') ?SCRIPT_ID:0) . ', ' . $accountID . ',NOW(),' . $db->escapeString($message) . ',' . $db->escapeString(var_export($debugObject, true)) . ',' . $db->escapeString(var_export($var, true)) . ')'); |
376
|
|
|
|
377
|
|
|
// On the first call to debug, we need to update the script_id retroactively |
378
|
|
|
if (!defined('SCRIPT_ID')) { |
379
|
|
|
define('SCRIPT_ID', $db->getInsertID()); |
380
|
|
|
$db->write('UPDATE npc_logs SET script_id=' . SCRIPT_ID . ' WHERE log_id=' . SCRIPT_ID); |
381
|
|
|
} |
382
|
|
|
} |
383
|
|
|
} |
384
|
|
|
|
385
|
|
|
function processContainer(Page $container) : never { |
386
|
|
|
global $forwardedContainer, $previousContainer; |
387
|
|
|
$session = Smr\Session::getInstance(); |
388
|
|
|
$player = $session->getPlayer(); |
389
|
|
|
if ($container == $previousContainer && $forwardedContainer['body'] != 'forces_attack.php') { |
390
|
|
|
debug('We are executing the same container twice?', array('ForwardedContainer' => $forwardedContainer, 'Container' => $container)); |
391
|
|
|
if ($player->hasNewbieTurns() || $player->hasFederalProtection()) { |
392
|
|
|
// 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. |
393
|
|
|
throw new Exception('We are executing the same container twice?'); |
394
|
|
|
} |
395
|
|
|
} |
396
|
|
|
clearCaches(); //Clear caches of anything we have used for decision making before processing container and getting lock. |
397
|
|
|
$previousContainer = $container; |
398
|
|
|
debug('Executing container', $container); |
399
|
|
|
// The next "page request" must occur at an updated time. |
400
|
|
|
Smr\Epoch::update(); |
401
|
|
|
$session->setCurrentVar($container); |
402
|
|
|
acquire_lock($player->getSectorID()); // Lock now to skip var update in do_voodoo |
403
|
|
|
do_voodoo(); |
404
|
|
|
} |
405
|
|
|
|
406
|
|
|
function sleepNPC() : void { |
407
|
|
|
usleep(rand(MIN_SLEEP_TIME, MAX_SLEEP_TIME)); //Sleep for a random time |
408
|
|
|
} |
409
|
|
|
|
410
|
|
|
// Releases an NPC when it is done working |
411
|
|
|
function releaseNPC() : void { |
412
|
|
|
$session = Smr\Session::getInstance(); |
413
|
|
|
if (!$session->hasAccount()) { |
414
|
|
|
debug('releaseNPC: no NPC to release'); |
415
|
|
|
return; |
416
|
|
|
} |
417
|
|
|
$login = $session->getAccount()->getLogin(); |
418
|
|
|
$db = Smr\Database::getInstance(); |
419
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(false) . ' WHERE login=' . $db->escapeString($login)); |
420
|
|
|
if ($db->getChangedRows() > 0) { |
421
|
|
|
debug('Released NPC: ' . $login); |
422
|
|
|
} else { |
423
|
|
|
debug('Failed to release NPC: ' . $login); |
424
|
|
|
} |
425
|
|
|
} |
426
|
|
|
|
427
|
|
|
function exitNPC() : void { |
428
|
|
|
debug('Exiting NPC script.'); |
429
|
|
|
releaseNPC(); |
430
|
|
|
release_lock(); |
431
|
|
|
exit; |
|
|
|
|
432
|
|
|
} |
433
|
|
|
|
434
|
|
|
function changeNPCLogin() : void { |
435
|
|
|
// Release previous NPC, if any |
436
|
|
|
releaseNPC(); |
437
|
|
|
|
438
|
|
|
// Lacking a convenient way to get up-to-date turns, order NPCs by how |
439
|
|
|
// recently they have taken an action. |
440
|
|
|
debug('Choosing new NPC'); |
441
|
|
|
static $availableNpcs = null; |
442
|
|
|
|
443
|
|
|
$db = Smr\Database::getInstance(); |
444
|
|
|
$session = Smr\Session::getInstance(); |
445
|
|
|
|
446
|
|
|
if (is_null($availableNpcs)) { |
447
|
|
|
// Make sure NPC's have been set up in the database |
448
|
|
|
$dbResult = $db->read('SELECT 1 FROM npc_logins LIMIT 1'); |
449
|
|
|
if (!$dbResult->hasRecord()) { |
450
|
|
|
debug('No NPCs have been created yet!'); |
451
|
|
|
exitNPC(); |
452
|
|
|
} |
453
|
|
|
|
454
|
|
|
// Make sure to select NPCs from active games only |
455
|
|
|
$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 > ' . $db->escapeNumber(Smr\Epoch::time()) . ' ORDER BY last_turn_update ASC'); |
456
|
|
|
foreach ($dbResult->records() as $dbRecord) { |
457
|
|
|
$availableNpcs[] = [ |
458
|
|
|
'account_id' => $dbRecord->getInt('account_id'), |
459
|
|
|
'game_id' => $dbRecord->getInt('game_id'), |
460
|
|
|
]; |
461
|
|
|
} |
462
|
|
|
} |
463
|
|
|
|
464
|
|
|
if (empty($availableNpcs)) { |
465
|
|
|
debug('No free NPCs'); |
466
|
|
|
exitNPC(); |
467
|
|
|
} |
468
|
|
|
|
469
|
|
|
// Pop an NPC off the top of the stack to activate |
470
|
|
|
$npc = array_shift($availableNpcs); |
471
|
|
|
|
472
|
|
|
// Update session info for this chosen NPC |
473
|
|
|
$account = SmrAccount::getAccount($npc['account_id']); |
474
|
|
|
$session->setAccount($account); |
475
|
|
|
$session->updateGame($npc['game_id']); |
476
|
|
|
|
477
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(true) . ' WHERE login=' . $db->escapeString($account->getLogin())); |
478
|
|
|
debug('Chosen NPC: ' . $account->getLogin() . ' (game ' . $session->getGameID() . ')'); |
479
|
|
|
} |
480
|
|
|
|
481
|
|
|
function tradeGoods(int $goodID, AbstractSmrPlayer $player, SmrPort $port) : Page { |
482
|
|
|
sleepNPC(); //We have an extra sleep at port to make the NPC more vulnerable. |
483
|
|
|
$ship = $player->getShip(); |
484
|
|
|
$relations = $player->getRelation($port->getRaceID()); |
485
|
|
|
|
486
|
|
|
$transaction = $port->getGoodTransaction($goodID); |
487
|
|
|
|
488
|
|
|
if ($transaction === TRADER_BUYS) { |
489
|
|
|
$amount = $ship->getEmptyHolds(); |
490
|
|
|
} else { |
491
|
|
|
$amount = $ship->getCargo($goodID); |
492
|
|
|
} |
493
|
|
|
|
494
|
|
|
$idealPrice = $port->getIdealPrice($goodID, $transaction, $amount, $relations); |
495
|
|
|
$offeredPrice = $port->getOfferPrice($idealPrice, $relations, $transaction); |
496
|
|
|
|
497
|
|
|
$_REQUEST = ['action' => $transaction]; |
498
|
|
|
return Page::create('shop_goods_processing.php', '', array('offered_price'=>$offeredPrice, 'ideal_price'=>$idealPrice, 'amount'=>$amount, 'good_id'=>$goodID, 'bargain_price'=>$offeredPrice)); |
499
|
|
|
} |
500
|
|
|
|
501
|
|
|
function dumpCargo(SmrPlayer $player) : Page { |
502
|
|
|
$ship = $player->getShip(); |
503
|
|
|
$cargo = $ship->getCargo(); |
504
|
|
|
debug('Ship Cargo', $cargo); |
505
|
|
|
foreach ($cargo as $goodID => $amount) { |
506
|
|
|
if ($amount > 0) { |
507
|
|
|
return Page::create('cargo_dump_processing.php', '', array('good_id'=>$goodID, 'amount'=>$amount)); |
508
|
|
|
} |
509
|
|
|
} |
510
|
|
|
throw new Exception('Called dumpCargo without any cargo!'); |
511
|
|
|
} |
512
|
|
|
|
513
|
|
|
function plotToSector(SmrPlayer $player, int $sectorID) : Page { |
514
|
|
|
return Page::create('course_plot_processing.php', '', array('from'=>$player->getSectorID(), 'to'=>$sectorID)); |
515
|
|
|
} |
516
|
|
|
|
517
|
|
|
function plotToFed(SmrPlayer $player) : Page { |
518
|
|
|
debug('Plotting To Fed'); |
519
|
|
|
|
520
|
|
|
// Always drop illegal goods before heading to fed space |
521
|
|
|
if ($player->getShip()->hasIllegalGoods()) { |
522
|
|
|
debug('Dumping illegal goods'); |
523
|
|
|
processContainer(dumpCargo($player)); |
524
|
|
|
} |
525
|
|
|
|
526
|
|
|
$fedLocID = $player->getRaceID() + LOCATION_GROUP_RACIAL_BEACONS; |
527
|
|
|
$container = plotToNearest($player, SmrLocation::getLocation($fedLocID)); |
528
|
|
|
if ($container === false) { |
529
|
|
|
debug('Plotted to fed whilst in fed, switch NPC and wait for turns'); |
530
|
|
|
throw new FinalActionException; |
531
|
|
|
} |
532
|
|
|
return $container; |
533
|
|
|
} |
534
|
|
|
|
535
|
|
|
function plotToNearest(AbstractSmrPlayer $player, mixed $realX) : Page|false { |
536
|
|
|
debug('Plotting To: ', $realX); //TODO: Can we make the debug output a bit nicer? |
537
|
|
|
|
538
|
|
|
if ($player->getSector()->hasX($realX)) { //Check if current sector has what we're looking for before we attempt to plot and get error. |
539
|
|
|
debug('Already available in sector'); |
540
|
|
|
return false; |
541
|
|
|
} |
542
|
|
|
|
543
|
|
|
return Page::create('course_plot_nearest_processing.php', '', array('RealX'=>$realX)); |
544
|
|
|
} |
545
|
|
|
|
546
|
|
|
function moveToSector(SmrPlayer $player, int $targetSector) : Page { |
547
|
|
|
debug('Moving from #' . $player->getSectorID() . ' to #' . $targetSector); |
548
|
|
|
return Page::create('sector_move_processing.php', '', array('target_sector'=>$targetSector, 'target_page'=>'')); |
549
|
|
|
} |
550
|
|
|
|
551
|
|
|
function checkForShipUpgrade(AbstractSmrPlayer $player) : void { |
552
|
|
|
foreach (SHIP_UPGRADE_PATH[$player->getRaceID()] as $upgradeShipID) { |
553
|
|
|
if ($player->getShipTypeID() == $upgradeShipID) { |
554
|
|
|
//We can't upgrade, only downgrade. |
555
|
|
|
return; |
556
|
|
|
} |
557
|
|
|
$cost = $player->getShip()->getCostToUpgrade($upgradeShipID); |
558
|
|
|
$balance = $player->getCredits() - $cost; |
559
|
|
|
if ($balance > MINUMUM_RESERVE_CREDITS) { |
560
|
|
|
debug('Upgrading to ship type: ' . $upgradeShipID); |
561
|
|
|
$player->setCredits($balance); |
562
|
|
|
$player->getShip()->setTypeID($upgradeShipID); |
563
|
|
|
return; |
564
|
|
|
} |
565
|
|
|
} |
566
|
|
|
} |
567
|
|
|
|
568
|
|
|
function changeRoute(array &$tradeRoutes, Routes\Route $routeToAvoid = null) : ?Routes\Route { |
569
|
|
|
// Remove any route from the pool of available routes if it contains |
570
|
|
|
// either of the sectors in the $routeToAvoid (i.e. we died on it, |
571
|
|
|
// so don't go back!). |
572
|
|
|
if ($routeToAvoid !== null) { |
573
|
|
|
$avoidSectorIDs = array_unique([ |
574
|
|
|
$routeToAvoid->getForwardRoute()->getSellSectorId(), |
575
|
|
|
$routeToAvoid->getForwardRoute()->getBuySectorId(), |
576
|
|
|
$routeToAvoid->getReturnRoute()->getSellSectorId(), |
577
|
|
|
$routeToAvoid->getReturnRoute()->getBuySectorId(), |
578
|
|
|
]); |
579
|
|
|
foreach ($tradeRoutes as $key => $route) { |
580
|
|
|
foreach ($avoidSectorIDs as $avoidSectorID) { |
581
|
|
|
if ($route->containsPort($avoidSectorID)) { |
582
|
|
|
unset($tradeRoutes[$key]); |
583
|
|
|
break; |
584
|
|
|
} |
585
|
|
|
} |
586
|
|
|
} |
587
|
|
|
} |
588
|
|
|
|
589
|
|
|
if (count($tradeRoutes) == 0) { |
590
|
|
|
return null; |
591
|
|
|
} |
592
|
|
|
|
593
|
|
|
// Pick a random route |
594
|
|
|
$routeKey = array_rand($tradeRoutes); |
595
|
|
|
$tradeRoute = $tradeRoutes[$routeKey]; |
596
|
|
|
|
597
|
|
|
// Remove the route we chose so that we don't pick it again later. |
598
|
|
|
unset($tradeRoutes[$routeKey]); |
599
|
|
|
|
600
|
|
|
debug('Switched route', $tradeRoute); |
601
|
|
|
return $tradeRoute; |
602
|
|
|
} |
603
|
|
|
|
604
|
|
|
function findRoutes(SmrPlayer $player) : array { |
605
|
|
|
debug('Finding Routes'); |
606
|
|
|
|
607
|
|
|
$tradeGoods = array(GOODS_NOTHING => false); |
608
|
|
|
foreach (Globals::getGoods() as $goodID => $good) { |
609
|
|
|
if ($player->meetsAlignmentRestriction($good['AlignRestriction'])) { |
610
|
|
|
$tradeGoods[$goodID] = true; |
611
|
|
|
} else { |
612
|
|
|
$tradeGoods[$goodID] = false; |
613
|
|
|
} |
614
|
|
|
} |
615
|
|
|
|
616
|
|
|
// Only allow NPCs to trade at ports of their race and neutral ports |
617
|
|
|
$tradeRaces = array(); |
618
|
|
|
foreach (Smr\Race::getAllIDs() as $raceID) { |
619
|
|
|
$tradeRaces[$raceID] = false; |
620
|
|
|
} |
621
|
|
|
$tradeRaces[$player->getRaceID()] = true; |
622
|
|
|
$tradeRaces[RACE_NEUTRAL] = true; |
623
|
|
|
|
624
|
|
|
$galaxy = $player->getSector()->getGalaxy(); |
625
|
|
|
|
626
|
|
|
$maxNumberOfPorts = 2; |
627
|
|
|
$routesForPort = -1; |
628
|
|
|
$numberOfRoutes = 100; |
629
|
|
|
$maxDistance = 15; |
630
|
|
|
|
631
|
|
|
$startSectorID = $galaxy->getStartSector(); |
632
|
|
|
$endSectorID = $galaxy->getEndSector(); |
633
|
|
|
|
634
|
|
|
$db = Smr\Database::getInstance(); |
635
|
|
|
$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)); |
636
|
|
|
if ($dbResult->hasRecord()) { |
637
|
|
|
$routes = $dbResult->record()->getObject('routes', true); |
638
|
|
|
debug('Using Cached Routes: #' . count($routes)); |
639
|
|
|
return $routes; |
640
|
|
|
} else { |
641
|
|
|
debug('Generating Routes'); |
642
|
|
|
$allSectors = array(); |
643
|
|
|
foreach (SmrGalaxy::getGameGalaxies($player->getGameID()) as $galaxy) { |
644
|
|
|
$allSectors += $galaxy->getSectors(); //Merge arrays |
645
|
|
|
} |
646
|
|
|
|
647
|
|
|
$distances = Plotter::calculatePortToPortDistances($allSectors, $maxDistance, $startSectorID, $endSectorID); |
648
|
|
|
|
649
|
|
|
if ($maxNumberOfPorts == 1) { |
|
|
|
|
650
|
|
|
$allRoutes = \Routes\RouteGenerator::generateOneWayRoutes($allSectors, $distances, $tradeGoods, $tradeRaces, $routesForPort); |
651
|
|
|
} else { |
652
|
|
|
$allRoutes = \Routes\RouteGenerator::generateMultiPortRoutes($maxNumberOfPorts, $allSectors, $tradeGoods, $tradeRaces, $distances, $routesForPort, $numberOfRoutes); |
653
|
|
|
} |
654
|
|
|
|
655
|
|
|
unset($distances); |
656
|
|
|
|
657
|
|
|
$routesMerged = array(); |
658
|
|
|
foreach ($allRoutes[\Routes\RouteGenerator::MONEY_ROUTE] as $multi => $routesByMulti) { |
659
|
|
|
$routesMerged += $routesByMulti; //Merge arrays |
660
|
|
|
} |
661
|
|
|
|
662
|
|
|
unset($allSectors); |
663
|
|
|
SmrPort::clearCache(); |
664
|
|
|
SmrSector::clearCache(); |
665
|
|
|
|
666
|
|
|
if (count($routesMerged) == 0) { |
667
|
|
|
debug('Could not find any routes! Try another NPC.'); |
668
|
|
|
throw new FinalActionException; |
669
|
|
|
} |
670
|
|
|
|
671
|
|
|
$db->write('INSERT INTO route_cache ' . |
672
|
|
|
'(game_id, max_ports, goods_allowed, races_allowed, start_sector_id, end_sector_id, routes_for_port, max_distance, routes)' . |
673
|
|
|
' VALUES (' . $db->escapeNumber($player->getGameID()) . ', ' . $db->escapeNumber($maxNumberOfPorts) . ', ' . $db->escapeObject($tradeGoods) . ', ' . $db->escapeObject($tradeRaces) . ', ' . $db->escapeNumber($startSectorID) . ', ' . $db->escapeNumber($endSectorID) . ', ' . $db->escapeNumber($routesForPort) . ', ' . $db->escapeNumber($maxDistance) . ', ' . $db->escapeObject($routesMerged, true) . ')'); |
674
|
|
|
debug('Found Routes: #' . count($routesMerged)); |
675
|
|
|
return $routesMerged; |
676
|
|
|
} |
677
|
|
|
} |
678
|
|
|
|
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