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1 | <?php declare(strict_types=1); |
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2 | |||
3 | use Smr\Database; |
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4 | use Smr\DatabaseRecord; |
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5 | use Smr\Epoch; |
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6 | |||
7 | /** |
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8 | * Defines enhanced weapon sale events for weapon shops. |
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9 | */ |
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10 | class SmrEnhancedWeaponEvent { |
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11 | |||
12 | protected const GRACE_PERIOD = 3600; // 1 hour |
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13 | protected const DURATION = 21600; // 6 hours |
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14 | |||
15 | protected readonly SmrWeapon $weapon; |
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16 | |||
17 | /** |
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18 | * Return all the valid events for the given location in a sector. |
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19 | * |
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20 | * @return array<self> |
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21 | */ |
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22 | public static function getShopEvents(int $gameID, int $sectorID, int $locationID): array { |
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23 | $events = []; |
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24 | $db = Database::getInstance(); |
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25 | $dbResult = $db->read('SELECT * FROM location_sells_special WHERE sector_id = ' . $db->escapeNumber($sectorID) . ' AND location_type_id = ' . $db->escapeNumber($locationID) . ' AND game_id = ' . $db->escapeNumber($gameID) . ' AND expires > ' . $db->escapeNumber(Epoch::time())); |
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26 | foreach ($dbResult->records() as $dbRecord) { |
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27 | $events[] = self::getEventFromDatabase($dbRecord); |
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28 | } |
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29 | return $events; |
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30 | } |
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31 | |||
32 | /** |
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33 | * Get the most recent event. |
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34 | * |
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35 | * This function also does the work of cleaning up expired events and |
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36 | * creating new ones when necessary. |
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37 | */ |
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38 | public static function getLatestEvent(int $gameID): self { |
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39 | // First, remove any expired events from the database |
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40 | $db = Database::getInstance(); |
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41 | $db->write('DELETE FROM location_sells_special WHERE expires < ' . $db->escapeNumber(Epoch::time())); |
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42 | |||
43 | // Next, check if an existing event can be advertised |
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44 | $db = Database::getInstance(); |
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45 | $dbResult = $db->read('SELECT * FROM location_sells_special WHERE game_id = ' . $db->escapeNumber($gameID) . ' ORDER BY expires DESC LIMIT 1'); |
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46 | if ($dbResult->hasRecord()) { |
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47 | $event = self::getEventFromDatabase($dbResult->record()); |
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48 | // Don't advertise if the event expires within one GRACE_PERIOD |
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49 | if (Epoch::time() < $event->getExpireTime() - self::GRACE_PERIOD) { |
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50 | return $event; |
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51 | } |
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52 | } |
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53 | |||
54 | // Otherwise, create a new event |
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55 | return self::createEvent($gameID); |
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56 | } |
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57 | |||
58 | /** |
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59 | * Create a new event. |
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60 | * |
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61 | * Events are generated randomly across all weapon types available in the |
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62 | * game, and then randomly across locations that offer that weapon type. |
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63 | */ |
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64 | private static function createEvent(int $gameID): self { |
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65 | // First, randomly select a weapon type to enhance |
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66 | $weaponTypeID = array_rand(SmrWeaponType::getAllSoldWeaponTypes($gameID)); |
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67 | |||
68 | $db = Database::getInstance(); |
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69 | $dbResult = $db->read('SELECT location_type_id, sector_id FROM location JOIN location_sells_weapons USING (location_type_id) WHERE game_id = ' . $db->escapeNumber($gameID) . ' AND weapon_type_id = ' . $db->escapeNumber($weaponTypeID) . ' ORDER BY RAND() LIMIT 1'); |
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70 | $dbRecord = $dbResult->record(); |
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71 | $locationTypeID = $dbRecord->getInt('location_type_id'); |
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72 | $sectorID = $dbRecord->getInt('sector_id'); |
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73 | |||
74 | $expires = Epoch::time() + self::DURATION; |
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75 | |||
76 | // Determine which bonuses the weapon should have |
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77 | $random = rand(1, 100); |
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78 | if ($random <= 40) { |
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79 | $bonusAccuracy = false; |
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80 | $bonusDamage = true; |
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81 | } elseif ($random <= 80) { |
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82 | $bonusAccuracy = true; |
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83 | $bonusDamage = false; |
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84 | } else { |
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85 | $bonusAccuracy = true; |
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86 | $bonusDamage = true; |
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87 | } |
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88 | |||
89 | // We replace instead of insert in the very unlikely case that we have |
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90 | // selected the same configuration twice in a row. |
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91 | $db->replace('location_sells_special', [ |
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92 | 'game_id' => $db->escapeNumber($gameID), |
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93 | 'sector_id' => $db->escapeNumber($sectorID), |
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94 | 'location_type_id' => $db->escapeNumber($locationTypeID), |
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95 | 'weapon_type_id' => $db->escapeNumber($weaponTypeID), |
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96 | 'expires' => $db->escapeNumber($expires), |
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97 | 'bonus_accuracy' => $db->escapeBoolean($bonusAccuracy), |
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98 | 'bonus_damage' => $db->escapeBoolean($bonusDamage), |
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99 | ]); |
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100 | |||
101 | return new self($gameID, $weaponTypeID, $locationTypeID, $sectorID, $expires, $bonusAccuracy, $bonusDamage); |
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102 | } |
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103 | |||
104 | /** |
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105 | * Convenience function to instantiate an event from a query result. |
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106 | */ |
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107 | private static function getEventFromDatabase(DatabaseRecord $dbRecord): self { |
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108 | return new self( |
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109 | $dbRecord->getInt('game_id'), |
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110 | $dbRecord->getInt('weapon_type_id'), |
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111 | $dbRecord->getInt('location_type_id'), |
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112 | $dbRecord->getInt('sector_id'), |
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113 | $dbRecord->getInt('expires'), |
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114 | $dbRecord->getBoolean('bonus_accuracy'), |
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115 | $dbRecord->getBoolean('bonus_damage'), |
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116 | ); |
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117 | } |
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118 | |||
119 | protected function __construct( |
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120 | protected readonly int $gameID, |
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121 | protected readonly int $weaponTypeID, |
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122 | protected readonly int $locationTypeID, |
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123 | protected readonly int $sectorID, |
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124 | protected readonly int $expires, |
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125 | bool $bonusAccuracy, |
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126 | bool $bonusDamage |
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127 | ) { |
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128 | $this->weapon = SmrWeapon::getWeapon($weaponTypeID); |
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129 | $this->weapon->setBonusDamage($bonusDamage); |
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130 | $this->weapon->setBonusAccuracy($bonusAccuracy); |
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131 | } |
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132 | |||
133 | public function getSectorID(): int { |
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134 | return $this->sectorID; |
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135 | } |
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136 | |||
137 | public function getExpireTime(): int { |
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138 | return $this->expires; |
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139 | } |
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140 | |||
141 | public function getWeapon(): SmrWeapon { |
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142 | return $this->weapon; |
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143 | } |
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144 | |||
145 | /** |
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146 | * Returns the amount of time left in the event as a percent of the |
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147 | * total duration of the event. |
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148 | */ |
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149 | public function getDurationRemainingPercent(): float { |
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150 | return max(0, min(100, ($this->expires - Epoch::time()) / self::DURATION * 100)); |
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151 | } |
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152 | |||
153 | } |
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154 |