smrealms /
smr
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| 1 | <?php declare(strict_types=1); |
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| 2 | |||||
| 3 | use Smr\BuyerRestriction; |
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| 4 | use Smr\DatabaseRecord; |
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| 5 | use Smr\Pages\Player\ShopWeaponProcessor; |
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| 6 | |||||
| 7 | /** |
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| 8 | * Defines a concrete realization of a weapon type for ships/planets. |
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| 9 | */ |
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| 10 | class SmrWeapon extends AbstractSmrCombatWeapon { |
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| 11 | |||||
| 12 | use Traits\RaceID; |
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| 13 | |||||
| 14 | protected const BONUS_DAMAGE = 15; // additive bonus |
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| 15 | protected const BONUS_ACCURACY = 4; // additive bonus |
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| 16 | |||||
| 17 | protected const HIGHEST_POWER_LEVEL = 5; // must track the highest power level in db |
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| 18 | |||||
| 19 | protected readonly SmrWeaponType $weaponType; |
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| 20 | protected bool $bonusAccuracy = false; // default |
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| 21 | protected bool $bonusDamage = false; // default |
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| 22 | protected bool $damageRollover = false; // fixed for all SmrWeapons |
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| 23 | |||||
| 24 | public static function getWeapon(int $weaponTypeID, DatabaseRecord $dbRecord = null): self { |
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| 25 | return new self($weaponTypeID, $dbRecord); |
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| 26 | } |
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| 27 | |||||
| 28 | protected function __construct( |
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| 29 | protected readonly int $weaponTypeID, |
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| 30 | DatabaseRecord $dbRecord = null |
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| 31 | ) { |
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| 32 | $this->weaponType = SmrWeaponType::getWeaponType($weaponTypeID, $dbRecord); |
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| 33 | $this->raceID = $this->weaponType->getRaceID(); |
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| 34 | } |
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| 35 | |||||
| 36 | public function hasBonusAccuracy(): bool { |
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| 37 | return $this->bonusAccuracy; |
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| 38 | } |
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| 39 | |||||
| 40 | public function setBonusAccuracy(bool $bonusAccuracy): void { |
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| 41 | $this->bonusAccuracy = $bonusAccuracy; |
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| 42 | } |
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| 43 | |||||
| 44 | public function hasBonusDamage(): bool { |
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| 45 | return $this->bonusDamage; |
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| 46 | } |
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| 47 | |||||
| 48 | public function setBonusDamage(bool $bonusDamage): void { |
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| 49 | $this->bonusDamage = $bonusDamage; |
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| 50 | } |
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| 51 | |||||
| 52 | private function hasEnhancements(): bool { |
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| 53 | return $this->getNumberOfEnhancements() > 0; |
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| 54 | } |
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| 55 | |||||
| 56 | private function getNumberOfEnhancements(): int { |
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| 57 | return (int)$this->bonusAccuracy + (int)$this->bonusDamage; |
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| 58 | } |
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| 59 | |||||
| 60 | /** |
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| 61 | * Return weapon name suitable for HTML display. |
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| 62 | * The name is displayed in green with pluses if enhancements are present. |
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| 63 | */ |
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| 64 | public function getName(): string { |
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| 65 | $name = $this->weaponType->getName(); |
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| 66 | if ($this->hasEnhancements()) { |
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| 67 | $name = '<span class="green">' . $name . str_repeat('+', $this->getNumberOfEnhancements()) . '</span>'; |
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| 68 | } |
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| 69 | return $name; |
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| 70 | } |
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| 71 | |||||
| 72 | /** |
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| 73 | * Return the weapon base accuracy. |
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| 74 | */ |
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| 75 | public function getBaseAccuracy(): int { |
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| 76 | $baseAccuracy = $this->weaponType->getAccuracy(); |
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| 77 | if ($this->bonusAccuracy) { |
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| 78 | $baseAccuracy += self::BONUS_ACCURACY; |
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| 79 | } |
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| 80 | return $baseAccuracy; |
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| 81 | } |
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| 82 | |||||
| 83 | /** |
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| 84 | * Return the weapon shield damage. |
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| 85 | */ |
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| 86 | public function getShieldDamage(): int { |
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| 87 | $shieldDamage = $this->weaponType->getShieldDamage(); |
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| 88 | if ($this->bonusDamage && $shieldDamage > 0) { |
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| 89 | $shieldDamage += self::BONUS_DAMAGE; |
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| 90 | } |
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| 91 | return $shieldDamage; |
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| 92 | } |
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| 93 | |||||
| 94 | /** |
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| 95 | * Return the weapon armour damage. |
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| 96 | */ |
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| 97 | public function getArmourDamage(): int { |
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| 98 | $armourDamage = $this->weaponType->getArmourDamage(); |
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| 99 | if ($this->bonusDamage && $armourDamage > 0) { |
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| 100 | $armourDamage += self::BONUS_DAMAGE; |
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| 101 | } |
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| 102 | return $armourDamage; |
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| 103 | } |
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| 104 | |||||
| 105 | public function getBuyHREF(SmrLocation $location): string { |
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| 106 | $container = new ShopWeaponProcessor($location->getTypeID(), $this); |
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| 107 | return $container->href(); |
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| 108 | } |
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| 109 | |||||
| 110 | public function getSellHREF(SmrLocation $location, int $orderID): string { |
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| 111 | $container = new ShopWeaponProcessor($location->getTypeID(), $this, $orderID); |
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| 112 | return $container->href(); |
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| 113 | } |
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| 114 | |||||
| 115 | public function getWeaponTypeID(): int { |
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| 116 | return $this->weaponTypeID; |
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| 117 | } |
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| 118 | |||||
| 119 | /** |
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| 120 | * Weapon cost is increased by 100% for each enhancement present |
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| 121 | */ |
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| 122 | public function getCost(): int { |
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| 123 | return $this->weaponType->getCost() * (1 + $this->getNumberOfEnhancements()); |
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| 124 | } |
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| 125 | |||||
| 126 | public function getPowerLevel(): int { |
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| 127 | return $this->weaponType->getPowerLevel(); |
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| 128 | } |
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| 129 | |||||
| 130 | public function getBuyerRestriction(): BuyerRestriction { |
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| 131 | return $this->weaponType->getBuyerRestriction(); |
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| 132 | } |
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| 133 | |||||
| 134 | /** |
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| 135 | * Ships are only allowed to equip one of each type of Unique weapon |
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| 136 | */ |
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| 137 | public function isUniqueType(): bool { |
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| 138 | return $this->getPowerLevel() === self::HIGHEST_POWER_LEVEL; |
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| 139 | } |
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| 140 | |||||
| 141 | protected function getWeightedRandomForPlayer(AbstractSmrPlayer $player): WeightedRandom { |
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| 142 | return WeightedRandom::getWeightedRandomForPlayer($player, 'Weapon', $this->getWeaponTypeID()); |
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| 143 | } |
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| 144 | |||||
| 145 | /** |
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| 146 | * Given $weaponAccuracy as a percent, decide if the weapon hits. |
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| 147 | */ |
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| 148 | protected function checkHit(AbstractSmrPlayer $player, float $weaponAccuracy): bool { |
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| 149 | // Skip weighting factor for guaranteed hits/misses. |
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| 150 | return match (true) { |
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| 151 | $weaponAccuracy >= 100 => true, |
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| 152 | $weaponAccuracy <= 0 => false, |
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| 153 | default => $this->getWeightedRandomForPlayer($player)->flipWeightedCoin($weaponAccuracy), |
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| 154 | }; |
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| 155 | } |
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| 156 | |||||
| 157 | public static function getPlayerLevelAccuracyMod(AbstractSmrPlayer $player): float { |
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| 158 | return ($player->getLevelID() * $player->getLevelID() / 60 + $player->getLevelID() / 2 + 2) / 100; |
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| 159 | } |
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| 160 | |||||
| 161 | public function getModifiedAccuracy(AbstractSmrPlayer $weaponPlayer): float { |
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| 162 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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| 163 | $modifiedAccuracy += $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($weaponPlayer); |
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| 164 | return $modifiedAccuracy; |
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| 165 | } |
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| 166 | |||||
| 167 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): float { |
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| 168 | return $this->getModifiedAccuracy($weaponPlayer); |
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| 169 | } |
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| 170 | |||||
| 171 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): float { |
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| 172 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 173 | $modifiedAccuracy -= $this->getBaseAccuracy() * $port->getLevel() / 50; |
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| 174 | return $modifiedAccuracy; |
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| 175 | } |
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| 176 | |||||
| 177 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): float { |
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| 178 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 179 | $modifiedAccuracy -= $this->getBaseAccuracy() * $planet->getLevel() / 350; |
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| 180 | return $modifiedAccuracy; |
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| 181 | } |
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| 182 | |||||
| 183 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): float { |
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| 184 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 185 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer) / 2; |
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| 186 | |||||
| 187 | $weaponShip = $weaponPlayer->getShip(); |
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| 188 | $targetShip = $targetPlayer->getShip(); |
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| 189 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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| 190 | if ($mrDiff > 0) { |
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| 191 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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| 192 | } |
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| 193 | |||||
| 194 | return $modifiedAccuracy; |
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| 195 | } |
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| 196 | |||||
| 197 | public function getModifiedPortAccuracy(AbstractSmrPort $port): float { |
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| 198 | return $this->getBaseAccuracy(); |
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| 199 | } |
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| 200 | |||||
| 201 | public function getModifiedPortAccuracyAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): float { |
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| 202 | $modifiedAccuracy = $this->getModifiedPortAccuracy($port); |
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| 203 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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| 204 | return $modifiedAccuracy; |
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| 205 | } |
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| 206 | |||||
| 207 | public function getModifiedPlanetAccuracy(SmrPlanet $planet): float { |
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| 208 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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| 209 | if ($this->getWeaponTypeID() == WEAPON_PLANET_TURRET) { |
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| 210 | $modifiedAccuracy += $planet->getLevel() / 2; |
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| 211 | } else { |
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| 212 | $modifiedAccuracy += $planet->getAccuracyBonus(); |
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| 213 | } |
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| 214 | return $modifiedAccuracy; |
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| 215 | } |
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| 216 | |||||
| 217 | public function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): float { |
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| 218 | $modifiedAccuracy = $this->getModifiedPlanetAccuracy($planet); |
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| 219 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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| 220 | return $modifiedAccuracy; |
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| 221 | } |
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| 222 | |||||
| 223 | public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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| 224 | if (!$this->canShootForces()) { |
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| 225 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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| 226 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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| 227 | } |
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| 228 | return $this->getDamage(); |
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| 229 | } |
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| 230 | |||||
| 231 | public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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| 232 | if (!$this->canShootPorts()) { |
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| 233 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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| 234 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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| 235 | } |
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| 236 | return $this->getDamage(); |
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| 237 | } |
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| 238 | |||||
| 239 | public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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| 240 | if (!$this->canShootPlanets()) { |
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| 241 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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| 242 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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| 243 | } |
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| 244 | $damage = $this->getDamage(); |
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| 245 | |||||
| 246 | $planetMod = self::PLANET_DAMAGE_MOD; |
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| 247 | $damage['Shield'] = ICeil($damage['Shield'] * $planetMod); |
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| 248 | $damage['Armour'] = ICeil($damage['Armour'] * $planetMod); |
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| 249 | |||||
| 250 | return $damage; |
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| 251 | } |
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| 252 | |||||
| 253 | public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer): never { |
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| 254 | throw new Exception('This weapon should not be used in this context'); |
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| 255 | } |
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| 256 | |||||
| 257 | public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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| 258 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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| 259 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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| 260 | } |
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| 261 | return $this->getDamage(); |
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| 262 | } |
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| 263 | |||||
| 264 | public function getModifiedPortDamageAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): array { |
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| 265 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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| 266 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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| 267 | } |
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| 268 | return $this->getDamage(); |
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| 269 | } |
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| 270 | |||||
| 271 | public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): array { |
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| 272 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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| 273 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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| 274 | } |
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| 275 | return $this->getDamage(); |
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| 276 | } |
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| 277 | |||||
| 278 | public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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| 279 | $return = ['Weapon' => $this, 'TargetForces' => $forces, 'Hit' => false]; |
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| 280 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces); |
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| 281 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 282 | $return['Hit'] = true; |
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| 283 | return $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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| 284 | } |
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| 285 | return $return; |
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| 286 | } |
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| 287 | |||||
| 288 | /** |
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| 289 | * @return array<string, mixed> |
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| 290 | */ |
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| 291 | public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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| 292 | $return = ['Weapon' => $this, 'TargetPort' => $port, 'Hit' => false]; |
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| 293 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port); |
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| 294 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 295 | $return['Hit'] = true; |
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| 296 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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| 297 | } |
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| 298 | return $return; |
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| 299 | } |
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| 300 | |||||
| 301 | /** |
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| 302 | * @return array<string, mixed> |
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| 303 | */ |
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| 304 | public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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| 305 | $return = ['Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => false]; |
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| 306 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet); |
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| 307 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 308 | $return['Hit'] = true; |
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| 309 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet); |
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| 310 | } |
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| 311 | return $return; |
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| 312 | } |
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| 313 | |||||
| 314 | public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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| 315 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false]; |
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| 316 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer); |
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| 317 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 318 | $return['Hit'] = true; |
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| 319 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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| 320 | } |
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| 321 | return $return; |
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| 322 | } |
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| 323 | |||||
| 324 | public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer): never { |
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| 325 | throw new Exception('This weapon should not be used in this context'); |
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| 326 | } |
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| 327 | |||||
| 328 | /** |
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| 329 | * @return array<string, mixed> |
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| 330 | */ |
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| 331 | public function shootPlayerAsPort(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): array { |
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| 332 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false]; |
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| 333 | $modifiedAccuracy = $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer); |
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| 334 | if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
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| 335 | $return['Hit'] = true; |
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| 336 | return $this->doPortDamageToPlayer($return, $port, $targetPlayer); |
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| 337 | } |
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| 338 | return $return; |
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| 339 | } |
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| 340 | |||||
| 341 | /** |
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| 342 | * @return array<string, mixed> |
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| 343 | */ |
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| 344 | public function shootPlayerAsPlanet(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): array { |
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| 345 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false]; |
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| 346 | $modifiedAccuracy = $this->getModifiedPlanetAccuracyAgainstPlayer($planet, $targetPlayer); |
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| 347 | if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
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| 348 | $return['Hit'] = true; |
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| 349 | return $this->doPlanetDamageToPlayer($return, $planet, $targetPlayer); |
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| 350 | } |
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| 351 | return $return; |
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| 352 | } |
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| 353 | |||||
| 354 | } |
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| 355 |