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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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/** |
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* @return never |
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*/ |
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function overrideForward(Page $container) : void { |
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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_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_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_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_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_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_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_BLOCKADE_RUNNER, |
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SHIP_TYPE_NEGOTIATOR, |
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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_VENGEANCE, |
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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 $actions, $previousContainer; |
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$session = Smr\Session::getInstance(); |
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$session->setCurrentVar(new Page()); // initialize empty var |
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debug('Script started'); |
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// Make sure NPC's have been set up in the database |
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$db = Smr\Database::getInstance(); |
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$dbResult = $db->read('SELECT 1 FROM npc_logins LIMIT 1'); |
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if (!$dbResult->hasRecord()) { |
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debug('No NPCs have been created yet!'); |
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return; |
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} |
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// Load the first available NPC |
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try { |
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changeNPCLogin(); |
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} catch (ForwardException $e) {} |
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$allTradeRoutes = []; |
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$tradeRoute = null; |
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$underAttack = false; |
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$actions = -1; |
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while (true) { |
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$actions++; |
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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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changeNPCLogin(); |
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} |
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try { |
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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: ' . $player->getTurns()); |
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changeNPCLogin(); |
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} |
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// Ensure the NPC doesn't think it's under attack at startup, |
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// since this could cause it to get stuck in a loop in Fed. |
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$player->removeUnderAttack(); |
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$player->update(); |
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// Initialize the trade route for this NPC |
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$allTradeRoutes = findRoutes($player); |
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$tradeRoute = changeRoute($allTradeRoutes); |
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} |
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if ($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($allTradeRoutes); |
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processContainer(Page::create('death_processing.php')); |
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} |
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if ($player->getNewbieTurns() <= NEWBIE_TURNS_WARNING_LIMIT && $player->getNewbieWarning()) { |
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processContainer(Page::create('newbie_warning_processing.php')); |
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} |
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$var = $session->getCurrentVar(); |
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if (isset($var['url']) && $var['url'] == 'shop_ship_processing.php' && ($container = canWeUNO($player, false)) !== false) { |
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//We just bought a ship, we should UNO now if we can |
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processContainer($container); |
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} elseif (!$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($player, true)); |
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} elseif ($player->hasPlottedCourse() === true && $player->getPlottedCourse()->getEndSector()->offersFederalProtection()) { //We have a route to fed to follow, figure it's probably a damned sensible thing to follow. |
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debug('Follow Course: ' . $player->getPlottedCourse()->getNextOnPath()); |
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processContainer(moveToSector($player, $player->getPlottedCourse()->getNextOnPath())); |
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} elseif (($container = canWeUNO($player, true)) !== false) { //We have money and are at a uno, let's uno! |
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debug('We\'re UNOing'); |
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processContainer($container); |
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} elseif ($player->hasPlottedCourse() === true) { //We have a route to follow, figure it's probably a sensible thing 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) || $underAttack) { //We're low on turns or have been under attack and need to plot course to fed |
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if ($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 ($player->hasNewbieTurns()) { //We have newbie turns, we can just wait here. |
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debug('We have newbie turns, let\'s just switch to another NPC.'); |
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changeNPCLogin(); |
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} |
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if ($player->hasFederalProtection()) { |
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debug('We are in fed, time to switch to another NPC.'); |
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changeNPCLogin(); |
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} |
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$ship = $player->getShip(); |
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processContainer(plotToFed($player, !$ship->hasMaxShields() || !$ship->hasMaxArmour() || !$ship->hasMaxCargoHolds())); |
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} elseif (($container = checkForShipUpgrade($player)) !== false) { //We have money and are at a uno, let's uno! |
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debug('We\'re reshipping!'); |
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processContainer($container); |
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} elseif (($container = canWeUNO($player, false)) !== false) { //We need to UNO and have enough money to do it properly so let's do it sooner rather than later. |
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debug('We need to UNO, so off we go!'); |
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processContainer($container); |
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} elseif ($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 = $forwardRoute; |
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} |
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216
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$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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224
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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($allTradeRoutes)) === false) { |
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debug('Changing Route Failed'); |
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processContainer(plotToFed($player)); |
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} else { |
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234
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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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238
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} elseif ($ship->hasCargo($buyRoute->getGoodID()) === true) { //We've bought goods, plot to sell |
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239
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debug('Plot To Sell: ' . $buyRoute->getSellSectorId()); |
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240
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processContainer(plotToSector($player, $buyRoute->getSellSectorId())); |
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241
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} else { |
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242
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//Dump goods |
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243
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debug('Dump Goods'); |
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244
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processContainer(dumpCargo($player)); |
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245
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} |
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246
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} else { //Buy goods |
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247
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$goodID = $buyRoute->getGoodID(); |
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248
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249
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$port = $player->getSector()->getPort(); |
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250
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$tradeRestriction = $port->getTradeRestriction($player); |
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251
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252
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if ($tradeRestriction === false && $port->getGoodAmount($goodID) >= $ship->getEmptyHolds()) { //Buy goods |
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253
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debug('Buy Goods'); |
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254
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processContainer(tradeGoods($goodID, $player, $port)); |
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255
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} else { |
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256
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//Move to next route or fed. |
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257
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if (($tradeRoute = changeRoute($allTradeRoutes)) === false) { |
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258
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debug('Changing Route Failed'); |
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259
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processContainer(plotToFed($player)); |
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260
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} else { |
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261
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debug('Route Changed'); |
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262
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throw new ForwardException; |
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263
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} |
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264
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} |
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265
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} |
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266
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} else { |
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267
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debug('Plot To Buy: ' . $forwardRoute->getBuySectorId()); |
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268
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processContainer(plotToSector($player, $forwardRoute->getBuySectorId())); |
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269
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} |
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270
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} else { //Something weird is going on.. Let's fed and wait. |
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271
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debug('No actual action? Wtf?'); |
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272
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processContainer(plotToFed($player)); |
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273
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} |
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274
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/* |
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275
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else { //Otherwise let's run around at random. |
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276
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$links = $player->getSector()->getLinks(); |
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277
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$moveTo = $links[array_rand($links)]; |
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278
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debug('Random Wanderings: '.$moveTo); |
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279
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processContainer(moveToSector($player,$moveTo)); |
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280
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} |
|
281
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*/ |
|
282
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throw new Exception('NPC failed to perform any action'); |
|
283
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} catch (ForwardException $e) { |
|
284
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global $lock; |
|
285
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if ($lock) { //only save if we have the lock. |
|
286
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SmrSector::saveSectors(); |
|
287
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SmrShip::saveShips(); |
|
288
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SmrPlayer::savePlayers(); |
|
289
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SmrForce::saveForces(); |
|
290
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SmrPort::savePorts(); |
|
291
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|
if (class_exists('WeightedRandom', false)) { |
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292
|
|
|
WeightedRandom::saveWeightedRandoms(); |
|
293
|
|
|
} |
|
294
|
|
|
release_lock(); |
|
295
|
|
|
} |
|
296
|
|
|
|
|
297
|
|
|
//Clean up the caches as the data may get changed by other players |
|
298
|
|
|
clearCaches(); |
|
299
|
|
|
|
|
300
|
|
|
//Clear up some global vars to avoid contaminating subsequent pages |
|
301
|
|
|
global $locksFailed; |
|
302
|
|
|
$locksFailed = array(); |
|
303
|
|
|
$_REQUEST = array(); |
|
304
|
|
|
|
|
305
|
|
|
//Have a sleep between actions |
|
306
|
|
|
sleepNPC(); |
|
307
|
|
|
} |
|
308
|
|
|
} |
|
309
|
|
|
debug('Actions Finished.'); |
|
310
|
|
|
exitNPC(); |
|
311
|
|
|
} |
|
312
|
|
|
|
|
313
|
|
|
function clearCaches() : void { |
|
314
|
|
|
SmrSector::clearCache(); |
|
315
|
|
|
SmrPlayer::clearCache(); |
|
316
|
|
|
SmrShip::clearCache(); |
|
317
|
|
|
SmrForce::clearCache(); |
|
318
|
|
|
SmrPort::clearCache(); |
|
319
|
|
|
} |
|
320
|
|
|
|
|
321
|
|
|
function debug(string $message, mixed $debugObject = null) : void { |
|
322
|
|
|
echo date('Y-m-d H:i:s - ') . $message . ($debugObject !== null ?EOL.var_export($debugObject, true) : '') . EOL; |
|
323
|
|
|
if (NPC_LOG_TO_DATABASE) { |
|
324
|
|
|
$session = Smr\Session::getInstance(); |
|
325
|
|
|
$accountID = $session->getAccountID(); |
|
326
|
|
|
$var = $session->getCurrentVar(); |
|
327
|
|
|
$db = Smr\Database::getInstance(); |
|
328
|
|
|
$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)) . ')'); |
|
329
|
|
|
|
|
330
|
|
|
// On the first call to debug, we need to update the script_id retroactively |
|
331
|
|
|
if (!defined('SCRIPT_ID')) { |
|
332
|
|
|
define('SCRIPT_ID', $db->getInsertID()); |
|
333
|
|
|
$db->write('UPDATE npc_logs SET script_id=' . SCRIPT_ID . ' WHERE log_id=' . SCRIPT_ID); |
|
334
|
|
|
} |
|
335
|
|
|
} |
|
336
|
|
|
} |
|
337
|
|
|
|
|
338
|
|
|
/** |
|
339
|
|
|
* @return never |
|
340
|
|
|
*/ |
|
341
|
|
|
function processContainer(Page $container) : void { |
|
342
|
|
|
global $forwardedContainer, $previousContainer; |
|
343
|
|
|
$session = Smr\Session::getInstance(); |
|
344
|
|
|
$player = $session->getPlayer(); |
|
345
|
|
|
if ($container == $previousContainer && $forwardedContainer['body'] != 'forces_attack.php') { |
|
346
|
|
|
debug('We are executing the same container twice?', array('ForwardedContainer' => $forwardedContainer, 'Container' => $container)); |
|
347
|
|
|
if ($player->hasNewbieTurns() || $player->hasFederalProtection()) { |
|
348
|
|
|
// 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. |
|
349
|
|
|
throw new Exception('We are executing the same container twice?'); |
|
350
|
|
|
} |
|
351
|
|
|
} |
|
352
|
|
|
clearCaches(); //Clear caches of anything we have used for decision making before processing container and getting lock. |
|
353
|
|
|
$previousContainer = $container; |
|
354
|
|
|
debug('Executing container', $container); |
|
355
|
|
|
// The next "page request" must occur at an updated time. |
|
356
|
|
|
Smr\Epoch::update(); |
|
357
|
|
|
$session->setCurrentVar($container); |
|
358
|
|
|
acquire_lock($player->getSectorID()); // Lock now to skip var update in do_voodoo |
|
359
|
|
|
do_voodoo(); |
|
360
|
|
|
} |
|
361
|
|
|
|
|
362
|
|
|
function sleepNPC() : void { |
|
363
|
|
|
usleep(rand(MIN_SLEEP_TIME, MAX_SLEEP_TIME)); //Sleep for a random time |
|
364
|
|
|
} |
|
365
|
|
|
|
|
366
|
|
|
// Releases an NPC when it is done working |
|
367
|
|
|
function releaseNPC() : void { |
|
368
|
|
|
$session = Smr\Session::getInstance(); |
|
369
|
|
|
if (!$session->hasAccount()) { |
|
370
|
|
|
debug('releaseNPC: no NPC to release'); |
|
371
|
|
|
return; |
|
372
|
|
|
} |
|
373
|
|
|
$login = $session->getAccount()->getLogin(); |
|
374
|
|
|
$db = Smr\Database::getInstance(); |
|
375
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(false) . ' WHERE login=' . $db->escapeString($login)); |
|
376
|
|
|
if ($db->getChangedRows() > 0) { |
|
377
|
|
|
debug('Released NPC: ' . $login); |
|
378
|
|
|
} else { |
|
379
|
|
|
debug('Failed to release NPC: ' . $login); |
|
380
|
|
|
} |
|
381
|
|
|
} |
|
382
|
|
|
|
|
383
|
|
|
function exitNPC() : void { |
|
384
|
|
|
debug('Exiting NPC script.'); |
|
385
|
|
|
releaseNPC(); |
|
386
|
|
|
release_lock(); |
|
387
|
|
|
exit; |
|
|
|
|
|
|
388
|
|
|
} |
|
389
|
|
|
|
|
390
|
|
|
function changeNPCLogin() : void { |
|
391
|
|
|
global $actions, $previousContainer; |
|
392
|
|
|
if ($actions > 0) { |
|
393
|
|
|
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()); |
|
394
|
|
|
exitNPC(); |
|
395
|
|
|
} |
|
396
|
|
|
|
|
397
|
|
|
$actions = -1; |
|
398
|
|
|
|
|
399
|
|
|
// Release previous NPC, if any |
|
400
|
|
|
releaseNPC(); |
|
401
|
|
|
|
|
402
|
|
|
// We chose a new NPC, we don't care what we were doing beforehand. |
|
403
|
|
|
$previousContainer = null; |
|
404
|
|
|
|
|
405
|
|
|
// Lacking a convenient way to get up-to-date turns, order NPCs by how |
|
406
|
|
|
// recently they have taken an action. |
|
407
|
|
|
debug('Choosing new NPC'); |
|
408
|
|
|
static $availableNpcs = null; |
|
409
|
|
|
|
|
410
|
|
|
$db = Smr\Database::getInstance(); |
|
411
|
|
|
$session = Smr\Session::getInstance(); |
|
412
|
|
|
|
|
413
|
|
|
if (is_null($availableNpcs)) { |
|
414
|
|
|
// Make sure to select NPCs from active games only |
|
415
|
|
|
$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 > ' . $db->escapeNumber(Smr\Epoch::time()) . ' ORDER BY last_turn_update ASC'); |
|
416
|
|
|
foreach ($dbResult->records() as $dbRecord) { |
|
417
|
|
|
$availableNpcs[] = [ |
|
418
|
|
|
'account_id' => $dbRecord->getInt('account_id'), |
|
419
|
|
|
'game_id' => $dbRecord->getInt('game_id'), |
|
420
|
|
|
]; |
|
421
|
|
|
} |
|
422
|
|
|
} |
|
423
|
|
|
|
|
424
|
|
|
if (empty($availableNpcs)) { |
|
425
|
|
|
debug('No free NPCs'); |
|
426
|
|
|
exitNPC(); |
|
427
|
|
|
} |
|
428
|
|
|
|
|
429
|
|
|
// Pop an NPC off the top of the stack to activate |
|
430
|
|
|
$npc = array_shift($availableNpcs); |
|
431
|
|
|
|
|
432
|
|
|
// Update session info for this chosen NPC |
|
433
|
|
|
$account = SmrAccount::getAccount($npc['account_id']); |
|
434
|
|
|
$session->setAccount($account); |
|
435
|
|
|
$session->updateGame($npc['game_id']); |
|
436
|
|
|
|
|
437
|
|
|
$db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(true) . ' WHERE login=' . $db->escapeString($account->getLogin())); |
|
438
|
|
|
debug('Chosen NPC: ' . $account->getLogin() . ' (game ' . $session->getGameID() . ')'); |
|
439
|
|
|
|
|
440
|
|
|
throw new ForwardException; |
|
441
|
|
|
} |
|
442
|
|
|
|
|
443
|
|
|
function canWeUNO(AbstractSmrPlayer $player, bool $oppurtunisticOnly) : Page|false { |
|
444
|
|
|
if ($player->getCredits() < MINUMUM_RESERVE_CREDITS) { |
|
445
|
|
|
return false; |
|
446
|
|
|
} |
|
447
|
|
|
$ship = $player->getShip(); |
|
448
|
|
|
if ($ship->hasMaxShields() && $ship->hasMaxArmour() && $ship->hasMaxCargoHolds()) { |
|
449
|
|
|
return false; |
|
450
|
|
|
} |
|
451
|
|
|
$sector = $player->getSector(); |
|
452
|
|
|
|
|
453
|
|
|
if ($player->getNewbieTurns() > MIN_NEWBIE_TURNS_TO_BUY_CARGO) { |
|
454
|
|
|
// Buy cargo holds first if we have plenty of newbie turns left. |
|
455
|
|
|
$hardwareArray = [HARDWARE_CARGO, HARDWARE_ARMOUR, HARDWARE_SHIELDS]; |
|
456
|
|
|
} else { |
|
457
|
|
|
// We buy armour in preference to shields as it's cheaper. |
|
458
|
|
|
// We buy cargo holds last if we have no newbie turns because we'd rather not die |
|
459
|
|
|
$hardwareArray = [HARDWARE_ARMOUR, HARDWARE_SHIELDS, HARDWARE_CARGO]; |
|
460
|
|
|
} |
|
461
|
|
|
|
|
462
|
|
|
foreach ($sector->getLocations() as $location) { |
|
463
|
|
|
foreach ($hardwareArray as $hardwareID) { |
|
464
|
|
|
if (!$location->isHardwareSold($hardwareID)) { |
|
465
|
|
|
continue; |
|
466
|
|
|
} |
|
467
|
|
|
$amountCanBuy = IFloor(($player->getCredits() - MINUMUM_RESERVE_CREDITS) / Globals::getHardwareCost($hardwareID)); |
|
468
|
|
|
$amountNeeded = $ship->getType()->getMaxHardware($hardwareID) - $ship->getHardware($hardwareID); |
|
469
|
|
|
$amount = min($amountCanBuy, $amountNeeded); |
|
470
|
|
|
if ($amount > 0) { |
|
471
|
|
|
return doUNO($hardwareID, $amount, $sector->getSectorID()); |
|
472
|
|
|
} |
|
473
|
|
|
} |
|
474
|
|
|
} |
|
475
|
|
|
|
|
476
|
|
|
if ($oppurtunisticOnly === true) { |
|
477
|
|
|
return false; |
|
478
|
|
|
} |
|
479
|
|
|
|
|
480
|
|
|
if ($player->getCredits() - $ship->getCostToUNO() < MINUMUM_RESERVE_CREDITS) { |
|
481
|
|
|
return false; //Only do non-oppurtunistic UNO if we have the money to do it properly! |
|
482
|
|
|
} |
|
483
|
|
|
|
|
484
|
|
|
foreach ($hardwareArray as $hardwareArrayID) { |
|
485
|
|
|
if (!$ship->hasMaxHardware($hardwareArrayID)) { |
|
486
|
|
|
$hardwareNeededID = $hardwareArrayID; |
|
|
|
|
|
|
487
|
|
|
// It's okay to return false if we're already at a shop, since we |
|
488
|
|
|
// decided above that we don't want to buy anything here. |
|
489
|
|
|
return plotToNearest($player, Globals::getHardwareTypes($hardwareArrayID)); |
|
490
|
|
|
} |
|
491
|
|
|
} |
|
492
|
|
|
throw new Exception('Should not get here!'); |
|
493
|
|
|
} |
|
494
|
|
|
|
|
495
|
|
|
function doUNO(int $hardwareID, int $amount, int $sectorID) : Page { |
|
496
|
|
|
debug('Buying ' . $amount . ' units of "' . Globals::getHardwareName($hardwareID) . '"'); |
|
497
|
|
|
$_REQUEST = [ |
|
498
|
|
|
'amount' => $amount, |
|
499
|
|
|
'action' => 'Buy', |
|
500
|
|
|
]; |
|
501
|
|
|
$vars = [ |
|
502
|
|
|
'hardware_id' => $hardwareID, |
|
503
|
|
|
'LocationID' => $sectorID, |
|
504
|
|
|
]; |
|
505
|
|
|
return Page::create('shop_hardware_processing.php', '', $vars); |
|
506
|
|
|
} |
|
507
|
|
|
|
|
508
|
|
|
function tradeGoods(int $goodID, AbstractSmrPlayer $player, SmrPort $port) : Page { |
|
509
|
|
|
sleepNPC(); //We have an extra sleep at port to make the NPC more vulnerable. |
|
510
|
|
|
$ship = $player->getShip(); |
|
511
|
|
|
$relations = $player->getRelation($port->getRaceID()); |
|
512
|
|
|
|
|
513
|
|
|
$transaction = $port->getGoodTransaction($goodID); |
|
514
|
|
|
|
|
515
|
|
|
if ($transaction === TRADER_BUYS) { |
|
516
|
|
|
$amount = $ship->getEmptyHolds(); |
|
517
|
|
|
} else { |
|
518
|
|
|
$amount = $ship->getCargo($goodID); |
|
519
|
|
|
} |
|
520
|
|
|
|
|
521
|
|
|
$idealPrice = $port->getIdealPrice($goodID, $transaction, $amount, $relations); |
|
|
|
|
|
|
522
|
|
|
$offeredPrice = $port->getOfferPrice($idealPrice, $relations, $transaction); |
|
|
|
|
|
|
523
|
|
|
|
|
524
|
|
|
$_REQUEST = ['action' => $transaction]; |
|
525
|
|
|
return Page::create('shop_goods_processing.php', '', array('offered_price'=>$offeredPrice, 'ideal_price'=>$idealPrice, 'amount'=>$amount, 'good_id'=>$goodID, 'bargain_price'=>$offeredPrice)); |
|
526
|
|
|
} |
|
527
|
|
|
|
|
528
|
|
|
function dumpCargo(SmrPlayer $player) : Page { |
|
529
|
|
|
$ship = $player->getShip(); |
|
530
|
|
|
$cargo = $ship->getCargo(); |
|
531
|
|
|
debug('Ship Cargo', $cargo); |
|
532
|
|
|
foreach ($cargo as $goodID => $amount) { |
|
533
|
|
|
if ($amount > 0) { |
|
534
|
|
|
return Page::create('cargo_dump_processing.php', '', array('good_id'=>$goodID, 'amount'=>$amount)); |
|
535
|
|
|
} |
|
536
|
|
|
} |
|
537
|
|
|
throw new Exception('Called dumpCargo without any cargo!'); |
|
538
|
|
|
} |
|
539
|
|
|
|
|
540
|
|
|
function plotToSector(SmrPlayer $player, int $sectorID) : Page { |
|
541
|
|
|
return Page::create('course_plot_processing.php', '', array('from'=>$player->getSectorID(), 'to'=>$sectorID)); |
|
542
|
|
|
} |
|
543
|
|
|
|
|
544
|
|
|
function plotToFed(SmrPlayer $player, bool $plotToHQ = false) : Page { |
|
545
|
|
|
debug('Plotting To Fed', $plotToHQ); |
|
546
|
|
|
|
|
547
|
|
|
// Always drop illegal goods before heading to fed space |
|
548
|
|
|
if ($player->getShip()->hasIllegalGoods()) { |
|
549
|
|
|
debug('Dumping illegal goods'); |
|
550
|
|
|
processContainer(dumpCargo($player)); |
|
551
|
|
|
} |
|
552
|
|
|
|
|
553
|
|
|
$fedLocID = $player->getRaceID() + ($plotToHQ ? LOCATION_GROUP_RACIAL_HQS : LOCATION_GROUP_RACIAL_BEACONS); |
|
554
|
|
|
$container = plotToNearest($player, SmrLocation::getLocation($fedLocID)); |
|
555
|
|
|
if ($container === false) { |
|
556
|
|
|
debug('Plotted to fed whilst in fed, switch NPC and wait for turns'); |
|
557
|
|
|
changeNPCLogin(); |
|
558
|
|
|
} |
|
559
|
|
|
return $container; |
|
560
|
|
|
} |
|
561
|
|
|
|
|
562
|
|
|
function plotToNearest(AbstractSmrPlayer $player, mixed $realX) : Page|false { |
|
563
|
|
|
debug('Plotting To: ', $realX); //TODO: Can we make the debug output a bit nicer? |
|
564
|
|
|
|
|
565
|
|
|
if ($player->getSector()->hasX($realX)) { //Check if current sector has what we're looking for before we attempt to plot and get error. |
|
566
|
|
|
debug('Already available in sector'); |
|
567
|
|
|
return false; |
|
568
|
|
|
} |
|
569
|
|
|
|
|
570
|
|
|
return Page::create('course_plot_nearest_processing.php', '', array('RealX'=>$realX)); |
|
571
|
|
|
} |
|
572
|
|
|
|
|
573
|
|
|
function moveToSector(SmrPlayer $player, int $targetSector) : Page { |
|
574
|
|
|
debug('Moving from #' . $player->getSectorID() . ' to #' . $targetSector); |
|
575
|
|
|
return Page::create('sector_move_processing.php', '', array('target_sector'=>$targetSector, 'target_page'=>'')); |
|
576
|
|
|
} |
|
577
|
|
|
|
|
578
|
|
|
function checkForShipUpgrade(AbstractSmrPlayer $player) : Page|false { |
|
579
|
|
|
foreach (SHIP_UPGRADE_PATH[$player->getRaceID()] as $upgradeShipID) { |
|
580
|
|
|
if ($player->getShipTypeID() == $upgradeShipID) { |
|
581
|
|
|
//We can't upgrade, only downgrade. |
|
582
|
|
|
return false; |
|
583
|
|
|
} |
|
584
|
|
|
$cost = $player->getShip()->getCostToUpgrade($upgradeShipID); |
|
585
|
|
|
if ($cost <= 0 || $player->getCredits() - $cost > MINUMUM_RESERVE_CREDITS) { |
|
586
|
|
|
return doShipUpgrade($player, $upgradeShipID); |
|
587
|
|
|
} |
|
588
|
|
|
} |
|
589
|
|
|
debug('Could not find a ship on the upgrade path.'); |
|
590
|
|
|
return false; |
|
591
|
|
|
} |
|
592
|
|
|
|
|
593
|
|
|
function doShipUpgrade(AbstractSmrPlayer $player, int $upgradeShipID) : Page { |
|
594
|
|
|
$plotNearest = plotToNearest($player, SmrShipType::get($upgradeShipID)); |
|
595
|
|
|
|
|
596
|
|
|
if ($plotNearest === false) { //We're already there! |
|
597
|
|
|
// We need a LocationID in the var to process the page, but it's only |
|
598
|
|
|
// used for display, so it doesn't matter for NPCs what the value is. |
|
599
|
|
|
return Page::create('shop_ship_processing.php', '', |
|
600
|
|
|
['ship_type_id' => $upgradeShipID, 'LocationID' => -1]); |
|
601
|
|
|
} //Otherwise return the plot |
|
602
|
|
|
return $plotNearest; |
|
603
|
|
|
} |
|
604
|
|
|
|
|
605
|
|
|
function changeRoute(array &$tradeRoutes) : Routes\Route|false { |
|
606
|
|
|
if (count($tradeRoutes) == 0) { |
|
607
|
|
|
return false; |
|
608
|
|
|
} |
|
609
|
|
|
$routeKey = array_rand($tradeRoutes); |
|
610
|
|
|
$tradeRoute = $tradeRoutes[$routeKey]; |
|
611
|
|
|
unset($tradeRoutes[$routeKey]); |
|
612
|
|
|
debug('Switched route', $tradeRoute); |
|
613
|
|
|
return $tradeRoute; |
|
614
|
|
|
} |
|
615
|
|
|
|
|
616
|
|
|
function findRoutes(SmrPlayer $player) : array { |
|
617
|
|
|
debug('Finding Routes'); |
|
618
|
|
|
|
|
619
|
|
|
$tradeGoods = array(GOODS_NOTHING => false); |
|
620
|
|
|
foreach (Globals::getGoods() as $goodID => $good) { |
|
621
|
|
|
if ($player->meetsAlignmentRestriction($good['AlignRestriction'])) { |
|
622
|
|
|
$tradeGoods[$goodID] = true; |
|
623
|
|
|
} else { |
|
624
|
|
|
$tradeGoods[$goodID] = false; |
|
625
|
|
|
} |
|
626
|
|
|
} |
|
627
|
|
|
|
|
628
|
|
|
// Only allow NPCs to trade at ports of their race and neutral ports |
|
629
|
|
|
$tradeRaces = array(); |
|
630
|
|
|
foreach (Smr\Race::getAllIDs() as $raceID) { |
|
631
|
|
|
$tradeRaces[$raceID] = false; |
|
632
|
|
|
} |
|
633
|
|
|
$tradeRaces[$player->getRaceID()] = true; |
|
634
|
|
|
$tradeRaces[RACE_NEUTRAL] = true; |
|
635
|
|
|
|
|
636
|
|
|
$galaxy = $player->getSector()->getGalaxy(); |
|
637
|
|
|
|
|
638
|
|
|
$maxNumberOfPorts = 2; |
|
639
|
|
|
$routesForPort = -1; |
|
640
|
|
|
$numberOfRoutes = 100; |
|
641
|
|
|
$maxDistance = 15; |
|
642
|
|
|
|
|
643
|
|
|
$startSectorID = $galaxy->getStartSector(); |
|
644
|
|
|
$endSectorID = $galaxy->getEndSector(); |
|
645
|
|
|
|
|
646
|
|
|
$db = Smr\Database::getInstance(); |
|
647
|
|
|
$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)); |
|
648
|
|
|
if ($dbResult->hasRecord()) { |
|
649
|
|
|
$routes = $dbResult->record()->getObject('routes', true); |
|
650
|
|
|
debug('Using Cached Routes: #' . count($routes)); |
|
651
|
|
|
return $routes; |
|
652
|
|
|
} else { |
|
653
|
|
|
debug('Generating Routes'); |
|
654
|
|
|
$allSectors = array(); |
|
655
|
|
|
foreach (SmrGalaxy::getGameGalaxies($player->getGameID()) as $galaxy) { |
|
656
|
|
|
$allSectors += $galaxy->getSectors(); //Merge arrays |
|
657
|
|
|
} |
|
658
|
|
|
|
|
659
|
|
|
$distances = Plotter::calculatePortToPortDistances($allSectors, $maxDistance, $startSectorID, $endSectorID); |
|
660
|
|
|
|
|
661
|
|
|
if ($maxNumberOfPorts == 1) { |
|
|
|
|
|
|
662
|
|
|
$allRoutes = \Routes\RouteGenerator::generateOneWayRoutes($allSectors, $distances, $tradeGoods, $tradeRaces, $routesForPort); |
|
663
|
|
|
} else { |
|
664
|
|
|
$allRoutes = \Routes\RouteGenerator::generateMultiPortRoutes($maxNumberOfPorts, $allSectors, $tradeGoods, $tradeRaces, $distances, $routesForPort, $numberOfRoutes); |
|
665
|
|
|
} |
|
666
|
|
|
|
|
667
|
|
|
unset($distances); |
|
668
|
|
|
|
|
669
|
|
|
$routesMerged = array(); |
|
670
|
|
|
foreach ($allRoutes[\Routes\RouteGenerator::MONEY_ROUTE] as $multi => $routesByMulti) { |
|
671
|
|
|
$routesMerged += $routesByMulti; //Merge arrays |
|
672
|
|
|
} |
|
673
|
|
|
|
|
674
|
|
|
unset($allSectors); |
|
675
|
|
|
SmrPort::clearCache(); |
|
676
|
|
|
SmrSector::clearCache(); |
|
677
|
|
|
|
|
678
|
|
|
if (count($routesMerged) == 0) { |
|
679
|
|
|
debug('Could not find any routes! Try another NPC.'); |
|
680
|
|
|
changeNPCLogin(); |
|
681
|
|
|
} |
|
682
|
|
|
|
|
683
|
|
|
$db->write('INSERT INTO route_cache ' . |
|
684
|
|
|
'(game_id, max_ports, goods_allowed, races_allowed, start_sector_id, end_sector_id, routes_for_port, max_distance, routes)' . |
|
685
|
|
|
' 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) . ')'); |
|
686
|
|
|
debug('Found Routes: #' . count($routesMerged)); |
|
687
|
|
|
return $routesMerged; |
|
688
|
|
|
} |
|
689
|
|
|
} |
|
690
|
|
|
|
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