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<?php declare(strict_types=1); |
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namespace Smr\Pages\Player; |
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use AbstractSmrPlayer; |
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use Smr\Database; |
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use Smr\Epoch; |
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use Smr\Page\PlayerPageProcessor; |
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use Smr\SectorLock; |
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use SmrPlayer; |
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class AttackPlayerProcessor extends PlayerPageProcessor { |
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public function __construct( |
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private readonly int $targetAccountID |
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) {} |
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public function build(AbstractSmrPlayer $player): never { |
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$account = $player->getAccount(); |
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$sector = $player->getSector(); |
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if ($player->hasNewbieTurns()) { |
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create_error('You are under newbie protection.'); |
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} |
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if ($player->hasFederalProtection()) { |
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create_error('You are under federal protection.'); |
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} |
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if ($player->isLandedOnPlanet()) { |
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create_error('You cannot attack whilst on a planet!'); |
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} |
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if ($player->getTurns() < TURNS_TO_SHOOT_SHIP) { |
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create_error('You have insufficient turns to perform that action.'); |
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} |
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if (!$player->canFight()) { |
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create_error('You are not allowed to fight!'); |
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} |
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$targetPlayer = SmrPlayer::getPlayer($this->targetAccountID, $player->getGameID()); |
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if ($player->traderNAPAlliance($targetPlayer)) { |
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create_error('Your alliance does not allow you to attack this trader.'); |
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} elseif ($targetPlayer->isDead()) { |
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create_error('Target is already dead.'); |
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} elseif ($targetPlayer->getSectorID() != $player->getSectorID()) { |
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create_error('Target is no longer in this sector.'); |
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} elseif ($targetPlayer->hasNewbieTurns()) { |
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create_error('Target is under newbie protection.'); |
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} elseif ($targetPlayer->isLandedOnPlanet()) { |
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create_error('Target is protected by planetary shields.'); |
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} elseif ($targetPlayer->hasFederalProtection()) { |
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create_error('Target is under federal protection.'); |
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} |
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$fightingPlayers = $sector->getFightingTraders($player, $targetPlayer); |
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// Randomize players so that the attack order is always different |
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shuffle($fightingPlayers['Attackers']); |
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shuffle($fightingPlayers['Defenders']); |
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//decloak all fighters |
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foreach ($fightingPlayers as $teamPlayers) { |
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foreach ($teamPlayers as $teamPlayer) { |
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$teamPlayer->getShip()->decloak(); |
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} |
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} |
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// Take off the 3 turns for attacking |
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$player->takeTurns(TURNS_TO_SHOOT_SHIP); |
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$player->update(); |
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/** |
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* @param array<string, array<int, AbstractSmrPlayer>> $fightingPlayers |
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* @return array<string, mixed> |
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*/ |
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$teamAttack = function(array $fightingPlayers, string $attack, string $defend): array { |
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$results = ['Traders' => [], 'TotalDamage' => 0]; |
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foreach ($fightingPlayers[$attack] as $accountID => $teamPlayer) { |
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$playerResults = $teamPlayer->shootPlayers($fightingPlayers[$defend]); |
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$results['Traders'][$teamPlayer->getAccountID()] = $playerResults; |
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$results['TotalDamage'] += $playerResults['TotalDamage']; |
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// Award assists (if there are multiple attackers) |
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if (count($fightingPlayers[$attack]) > 1) { |
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foreach ($playerResults['Weapons'] as $weaponResults) { |
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if (isset($weaponResults['KillResults'])) { |
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foreach ($fightingPlayers[$attack] as $assistPlayer) { |
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if (!$assistPlayer->equals($teamPlayer)) { |
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$assistPlayer->increaseAssists(1); |
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} |
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} |
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} |
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} |
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} |
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} |
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return $results; |
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}; |
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$results = [ |
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'Attackers' => $teamAttack($fightingPlayers, 'Attackers', 'Defenders'), |
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'Defenders' => $teamAttack($fightingPlayers, 'Defenders', 'Attackers'), |
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]; |
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$account->log(LOG_TYPE_TRADER_COMBAT, 'Player attacks player, their team does ' . $results['Attackers']['TotalDamage'] . ' and the other team does ' . $results['Defenders']['TotalDamage'], $sector->getSectorID()); |
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$db = Database::getInstance(); |
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$db->insert('combat_logs', [ |
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'game_id' => $db->escapeNumber($player->getGameID()), |
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'type' => $db->escapeString('PLAYER'), |
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'sector_id' => $db->escapeNumber($sector->getSectorID()), |
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'timestamp' => $db->escapeNumber(Epoch::time()), |
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'attacker_id' => $db->escapeNumber($player->getAccountID()), |
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'attacker_alliance_id' => $db->escapeNumber($player->getAllianceID()), |
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'defender_id' => $db->escapeNumber($this->targetAccountID), |
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'defender_alliance_id' => $db->escapeNumber($targetPlayer->getAllianceID()), |
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'result' => $db->escapeObject($results, true), |
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]); |
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// If player died they are now in another sector, and thus locks need reset |
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if ($player->isDead()) { |
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saveAllAndReleaseLock(updateSession: false); |
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// Grab the lock in the new sector to avoid reloading session |
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SectorLock::getInstance()->acquireForPlayer($player); |
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} |
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// If player or target is dead there is no continue attack button |
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if ($player->isDead() || $targetPlayer->isDead()) { |
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$targetAccountID = null; |
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} else { |
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$targetAccountID = $this->targetAccountID; |
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} |
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$container = new AttackPlayer($results, $targetAccountID, $player->isDead()); |
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$container->go(); |
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} |
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} |
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