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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 Globals; |
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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 SmrForce; |
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class AttackForcesProcessor extends PlayerPageProcessor { |
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public function __construct( |
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private readonly int $ownerAccountID, |
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private readonly bool $bump = false |
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) {} |
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public function build(AbstractSmrPlayer $player): never { |
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$ship = $player->getShip(); |
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$forces = SmrForce::getForce($player->getGameID(), $player->getSectorID(), $this->ownerAccountID); |
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$forceOwner = $forces->getOwner(); |
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if ($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 forces whilst on a planet!'); |
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} |
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if (!$player->canFight()) { |
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create_error('You are not allowed to fight!'); |
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} |
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if ($player->forceNAPAlliance($forceOwner)) { |
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create_error('You cannot attack allied forces!'); |
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} |
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// The attack is processed slightly differently if the attacker bumped into mines |
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// when moving into sector |
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$bump = $this->bump; |
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if ($bump) { |
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if (!$forces->hasMines()) { |
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create_error('No mines in sector!'); |
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} |
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} else { |
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if (!$forces->exists()) { |
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create_error('These forces no longer exist.'); |
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} |
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if ($player->getTurns() < $forces->getAttackTurnCost($ship)) { |
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create_error('You do not have enough turns to attack these forces!'); |
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} |
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if (!$ship->hasWeapons() && !$ship->hasCDs()) { |
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create_error('You cannot attack without weapons!'); |
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} |
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} |
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// take the turns |
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if ($bump) { |
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$player->takeTurns($forces->getBumpTurnCost($ship)); |
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} else { |
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$player->takeTurns($forces->getAttackTurnCost($ship), 1); |
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} |
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// delete plotted course |
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$player->deletePlottedCourse(); |
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// A message will be sent if scouts are present before the attack. |
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// Sending occurs after the attack so we can link the combat log. |
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$sendMessage = $forces->hasSDs(); |
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// ******************************** |
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// * |
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// * F o r c e s a t t a c k |
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// * |
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// ******************************** |
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$results = ['Attackers' => ['TotalDamage' => 0], |
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'Forces' => [], |
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'Forced' => $bump]; |
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$attackers = $player->getSector()->getFightingTradersAgainstForces($player, $bump); |
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//decloak all attackers |
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foreach ($attackers as $attacker) { |
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$attacker->getShip()->decloak(); |
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if (!$bump) { |
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$attacker->setLastSectorID(0); |
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} |
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} |
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// If mines are bumped, the forces shoot first. Otherwise player shoots first. |
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if ($bump) { |
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$results['Forces'] = $forces->shootPlayers($attackers, $bump); |
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} |
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$results['Attackers'] = ['TotalDamage' => 0]; |
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foreach ($attackers as $attacker) { |
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$playerResults = $attacker->shootForces($forces); |
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$results['Attackers']['Traders'][$attacker->getAccountID()] = $playerResults; |
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$results['Attackers']['TotalDamage'] += $playerResults['TotalDamage']; |
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} |
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if (!$bump) { |
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$results['Forces'] = $forces->shootPlayers($attackers, $bump); |
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$forces->updateExpire(); |
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} |
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// Add this log to the `combat_logs` database table |
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$db = Database::getInstance(); |
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$logId = $db->insert('combat_logs', [ |
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'game_id' => $db->escapeNumber($player->getGameID()), |
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'type' => $db->escapeString('FORCE'), |
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'sector_id' => $db->escapeNumber($forces->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' => $db->escapeNumber($forceOwner->getAccountID()), |
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'defender_alliance_id' => $db->escapeNumber($forceOwner->getAllianceID()), |
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'result' => $db->escapeObject($results, true), |
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]); |
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if ($sendMessage) { |
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$message = 'Your forces in sector ' . Globals::getSectorBBLink($forces->getSectorID()) . ' are under <span class="red">attack</span> by ' . $player->getBBLink() . '! [combatlog=' . $logId . ']'; |
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$forces->ping($message, $player, true); |
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} |
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// If player died they are now in another sector, and thus locks need reset |
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if ($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() || !$forces->exists()) { |
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$displayOwnerID = 0; |
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} else { |
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$displayOwnerID = $forces->getOwnerID(); |
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} |
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$container = new AttackForces($displayOwnerID, $results, $player->isDead()); |
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$container->go(); |
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} |
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} |
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