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1 | <?php declare(strict_types=1); |
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2 | |||||
3 | use Smr\Container\DiContainer; |
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4 | use Smr\Database; |
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5 | use Smr\Epoch; |
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6 | use Smr\Npc\Exceptions\FinalAction; |
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7 | use Smr\Npc\Exceptions\ForwardAction; |
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8 | use Smr\Npc\Exceptions\TradeRouteDrained; |
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9 | use Smr\Npc\NpcActor; |
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10 | use Smr\Page\Page; |
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11 | use Smr\Pages\Account\ErrorDisplay; |
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12 | use Smr\Pages\Player\CargoDumpProcessor; |
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13 | use Smr\Pages\Player\CurrentSector; |
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14 | use Smr\Pages\Player\PlotCourseConventionalProcessor; |
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15 | use Smr\Pages\Player\PlotCourseNearestProcessor; |
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16 | use Smr\Pages\Player\SectorMoveProcessor; |
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17 | use Smr\Pages\Player\ShopGoodsProcessor; |
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18 | use Smr\Race; |
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19 | use Smr\Routes\RouteGenerator; |
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20 | use Smr\SectorLock; |
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21 | use Smr\TradeGood; |
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22 | use Smr\TransactionType; |
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23 | |||||
24 | function overrideForward(Page $container): never { |
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25 | global $forwardedContainer; |
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26 | $forwardedContainer = $container; |
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27 | if ($container instanceof ErrorDisplay) { |
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28 | // We hit a create_error - this shouldn't happen for an NPC often, |
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29 | // for now we want to throw an exception for it for testing. |
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30 | debug('Hit an error'); |
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31 | throw new Exception($container->message); |
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32 | } |
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33 | // We have to throw the exception to get back up the stack, |
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34 | // otherwise we quickly hit problems of overflowing the stack. |
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35 | throw new ForwardAction(); |
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36 | } |
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37 | const OVERRIDE_FORWARD = true; |
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38 | |||||
39 | // global config |
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40 | require_once(realpath(dirname(__FILE__)) . '/../../bootstrap.php'); |
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41 | |||||
42 | // Enable NPC-specific conditions |
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43 | DiContainer::getContainer()->set('NPC_SCRIPT', true); |
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44 | |||||
45 | // Raise exceptions for all types of errors for improved error reporting |
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46 | // and to attempt to shut down the NPCs cleanly on errors. |
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47 | set_error_handler('exception_error_handler'); |
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48 | |||||
49 | const SHIP_UPGRADE_PATH = [ |
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50 | RACE_ALSKANT => [ |
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51 | SHIP_TYPE_TRADE_MASTER, |
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52 | SHIP_TYPE_DEEP_SPACER, |
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53 | SHIP_TYPE_DEAL_MAKER, |
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54 | SHIP_TYPE_TRIP_MAKER, |
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55 | SHIP_TYPE_SMALL_TIMER, |
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56 | ], |
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57 | RACE_CREONTI => [ |
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58 | SHIP_TYPE_DEVASTATOR, |
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59 | SHIP_TYPE_JUGGERNAUT, |
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60 | SHIP_TYPE_GOLIATH, |
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61 | SHIP_TYPE_LEVIATHAN, |
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62 | SHIP_TYPE_MEDIUM_CARGO_HULK, |
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63 | ], |
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64 | RACE_HUMAN => [ |
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65 | SHIP_TYPE_DESTROYER, |
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66 | SHIP_TYPE_BORDER_CRUISER, |
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67 | SHIP_TYPE_AMBASSADOR, |
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68 | SHIP_TYPE_RENAISSANCE, |
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69 | SHIP_TYPE_LIGHT_FREIGHTER, |
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70 | ], |
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71 | RACE_IKTHORNE => [ |
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72 | SHIP_TYPE_MOTHER_SHIP, |
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73 | SHIP_TYPE_ADVANCED_CARRIER, |
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74 | SHIP_TYPE_FAVOURED_OFFSPRING, |
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75 | SHIP_TYPE_PROTO_CARRIER, |
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76 | SHIP_TYPE_TINY_DELIGHT, |
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77 | ], |
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78 | RACE_SALVENE => [ |
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79 | SHIP_TYPE_EATER_OF_SOULS, |
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80 | SHIP_TYPE_RAVAGER, |
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81 | SHIP_TYPE_PREDATOR, |
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82 | SHIP_TYPE_DRUDGE, |
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83 | SHIP_TYPE_HATCHLINGS_DUE, |
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84 | ], |
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85 | RACE_THEVIAN => [ |
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86 | SHIP_TYPE_ASSAULT_CRAFT, |
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87 | SHIP_TYPE_CARAPACE, |
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88 | SHIP_TYPE_BOUNTY_HUNTER, |
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89 | SHIP_TYPE_EXPEDITER, |
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90 | SHIP_TYPE_SWIFT_VENTURE, |
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91 | ], |
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92 | RACE_WQHUMAN => [ |
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93 | SHIP_TYPE_DARK_MIRAGE, |
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94 | SHIP_TYPE_BLOCKADE_RUNNER, |
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95 | SHIP_TYPE_ROGUE, |
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96 | SHIP_TYPE_RESISTANCE, |
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97 | SHIP_TYPE_SLIP_FREIGHTER, |
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98 | ], |
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99 | RACE_NIJARIN => [ |
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100 | SHIP_TYPE_FURY, |
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101 | SHIP_TYPE_VINDICATOR, |
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102 | SHIP_TYPE_VENGEANCE, |
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103 | SHIP_TYPE_RETALIATION, |
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104 | SHIP_TYPE_REDEEMER, |
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105 | ], |
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106 | ]; |
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107 | |||||
108 | |||||
109 | try { |
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110 | while (npcDriver() === false) { |
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111 | // No actions taken, try another NPC |
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112 | } |
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113 | } catch (Throwable $e) { |
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114 | logException($e); |
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115 | } |
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116 | // Try to shut down cleanly |
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117 | exitNPC(); |
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118 | |||||
119 | |||||
120 | /** |
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121 | * @return bool If the NPC performed any actions |
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122 | */ |
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123 | function npcDriver(): bool { |
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124 | global $previousContainer; |
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125 | |||||
126 | $session = Smr\Session::getInstance(); |
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127 | $session->setCurrentVar(new Page()); // initialize fake var |
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128 | |||||
129 | // Load the first available NPC |
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130 | changeNPCLogin(); |
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131 | |||||
132 | // We chose a new NPC, we don't care what we were doing beforehand. |
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133 | $previousContainer = null; |
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134 | |||||
135 | try { |
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136 | $actor = new NpcActor($session->getGameID(), $session->getAccountID()); |
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137 | } catch (FinalAction) { |
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138 | // Startup conditions not satisfied, try another NPC |
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139 | return false; |
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140 | } |
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141 | |||||
142 | // Loop over actions for this NPC |
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143 | while (true) { |
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144 | try { |
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145 | $container = $actor->getNextAction(); |
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146 | processContainer($container); |
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147 | } catch (ForwardAction) { |
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148 | // we took an action |
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149 | } catch (FinalAction) { |
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150 | $actor->shutdown(); |
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151 | // switch to a new NPC if we haven't taken any actions yet |
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152 | return $actor->getNumActions() > 0; |
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153 | } finally { |
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154 | // Save any changes that we made during this action |
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155 | saveAllAndReleaseLock(updateSession: false); |
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156 | |||||
157 | //Clean up the caches as the data may get changed by other players |
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158 | clearCaches(); |
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159 | } |
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160 | |||||
161 | //Have a sleep between actions |
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162 | sleepNPC(); |
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163 | } |
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164 | } |
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165 | |||||
166 | function clearCaches(): void { |
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167 | SmrSector::clearCache(); |
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168 | SmrPlayer::clearCache(); |
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169 | SmrShip::clearCache(); |
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170 | SmrForce::clearCache(); |
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171 | SmrPort::clearCache(); |
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172 | } |
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173 | |||||
174 | function debug(string $message, mixed $debugObject = null): void { |
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175 | echo date('Y-m-d H:i:s - ') . $message . ($debugObject !== null ? EOL . var_export($debugObject, true) : '') . EOL; |
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176 | if (NPC_LOG_TO_DATABASE) { |
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177 | $session = Smr\Session::getInstance(); |
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178 | $accountID = $session->getAccountID(); |
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179 | $var = $session->getCurrentVar(); |
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180 | $db = Database::getInstance(); |
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181 | $logID = $db->insert('npc_logs', [ |
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182 | 'script_id' => $db->escapeNumber(defined('SCRIPT_ID') ? SCRIPT_ID : 0), |
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183 | 'npc_id' => $db->escapeNumber($accountID), |
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184 | 'time' => 'NOW()', |
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185 | 'message' => $db->escapeString($message), |
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186 | 'debug_info' => $db->escapeString(var_export($debugObject, true)), |
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187 | 'var' => $db->escapeString(var_export($var, true)), |
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188 | ]); |
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189 | |||||
190 | // On the first call to debug, we need to update the script_id retroactively |
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191 | if (!defined('SCRIPT_ID')) { |
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192 | define('SCRIPT_ID', $logID); |
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193 | $db->write('UPDATE npc_logs SET script_id=' . SCRIPT_ID . ' WHERE log_id=' . SCRIPT_ID); |
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194 | } |
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195 | } |
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196 | } |
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197 | |||||
198 | /** |
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199 | * Determines if a player has enough turns to start taking actions |
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200 | */ |
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201 | function checkStartConditions(AbstractSmrPlayer $player): void { |
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202 | $minTurnsThreshold = rand($player->getMaxTurns() / 2, $player->getMaxTurns()); |
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203 | if ($player->getTurns() < $minTurnsThreshold && !$player->canFight()) { |
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204 | debug('We don\'t have enough turns to bother starting trading, and we are protected: ' . $player->getTurns()); |
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205 | throw new FinalAction(); |
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206 | } |
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207 | } |
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208 | |||||
209 | function processContainer(Page $container): never { |
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210 | global $forwardedContainer, $previousContainer; |
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211 | $session = Smr\Session::getInstance(); |
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212 | $player = $session->getPlayer(); |
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213 | if ($container == $previousContainer && $forwardedContainer->file != 'forces_attack.php') { |
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214 | debug('We are executing the same container twice?', ['ForwardedContainer' => $forwardedContainer, 'Container' => $container]); |
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215 | if (!$player->canFight()) { |
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216 | // 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. |
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217 | throw new Exception('We are executing the same container twice?'); |
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218 | } |
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219 | } |
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220 | clearCaches(); //Clear caches of anything we have used for decision making before processing container and getting lock. |
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221 | $previousContainer = $container; |
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222 | debug('Executing container', $container); |
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223 | // The next "page request" must occur at an updated time. |
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224 | Epoch::update(); |
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225 | $session->setCurrentVar($container); |
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226 | |||||
227 | SectorLock::getInstance()->acquireForPlayer($player); |
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228 | $container->process(); |
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229 | throw new Exception('Container did not forward as expected!'); |
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230 | } |
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231 | |||||
232 | function sleepNPC(): void { |
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233 | usleep(rand(NPC_MIN_SLEEP_TIME, NPC_MAX_SLEEP_TIME)); //Sleep for a random time |
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234 | } |
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235 | |||||
236 | // Releases an NPC when it is done working |
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237 | function releaseNPC(): void { |
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238 | $session = Smr\Session::getInstance(); |
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239 | if (!$session->hasAccount()) { |
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240 | debug('releaseNPC: no NPC to release'); |
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241 | return; |
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242 | } |
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243 | $login = $session->getAccount()->getLogin(); |
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244 | $db = Database::getInstance(); |
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245 | $db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(false) . ' WHERE login=' . $db->escapeString($login)); |
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246 | if ($db->getChangedRows() > 0) { |
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247 | debug('Released NPC: ' . $login); |
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248 | } else { |
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249 | debug('Failed to release NPC: ' . $login); |
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250 | } |
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251 | |||||
252 | // Delete sector lock associated with this NPC |
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253 | SectorLock::resetInstance(); |
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254 | } |
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255 | |||||
256 | function exitNPC(): void { |
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257 | debug('Exiting NPC script.'); |
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258 | releaseNPC(); |
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259 | exit; |
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260 | } |
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261 | |||||
262 | function changeNPCLogin(): void { |
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263 | // Release previous NPC, if any |
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264 | releaseNPC(); |
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265 | |||||
266 | // Lacking a convenient way to get up-to-date turns, order NPCs by how |
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267 | // recently they have taken an action. |
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268 | debug('Choosing new NPC'); |
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269 | static $availableNpcs = null; |
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270 | |||||
271 | $db = Database::getInstance(); |
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272 | $session = Smr\Session::getInstance(); |
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273 | |||||
274 | if ($availableNpcs === null) { |
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275 | // Make sure NPC's have been set up in the database |
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276 | $dbResult = $db->read('SELECT 1 FROM npc_logins LIMIT 1'); |
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277 | if (!$dbResult->hasRecord()) { |
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278 | debug('No NPCs have been created yet!'); |
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279 | exitNPC(); |
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280 | } |
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281 | |||||
282 | // Make sure to select NPCs from active games only |
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283 | $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(Epoch::time()) . ' AND end_time > ' . $db->escapeNumber(Epoch::time()) . ' ORDER BY last_turn_update ASC'); |
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284 | foreach ($dbResult->records() as $dbRecord) { |
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285 | $availableNpcs[] = [ |
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286 | 'account_id' => $dbRecord->getInt('account_id'), |
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287 | 'game_id' => $dbRecord->getInt('game_id'), |
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288 | ]; |
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289 | } |
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290 | } |
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291 | |||||
292 | if (empty($availableNpcs)) { |
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293 | debug('No free NPCs'); |
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294 | exitNPC(); |
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295 | } |
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296 | |||||
297 | // Pop an NPC off the top of the stack to activate |
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298 | $npc = array_shift($availableNpcs); |
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299 | |||||
300 | // Update session info for this chosen NPC |
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301 | $account = SmrAccount::getAccount($npc['account_id']); |
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302 | $session->setAccount($account); |
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303 | $session->updateGame($npc['game_id']); |
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304 | |||||
305 | $db->write('UPDATE npc_logins SET working=' . $db->escapeBoolean(true) . ' WHERE login=' . $db->escapeString($account->getLogin())); |
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306 | debug('Chosen NPC: login = ' . $account->getLogin() . ', game = ' . $session->getGameID() . ', player = ' . $session->getPlayer()->getPlayerName()); |
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307 | } |
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308 | |||||
309 | function tradeGoods(int $goodID, AbstractSmrPlayer $player, SmrPort $port): Page { |
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310 | sleepNPC(); //We have an extra sleep at port to make the NPC more vulnerable. |
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311 | $ship = $player->getShip(); |
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312 | $relations = $player->getRelation($port->getRaceID()); |
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313 | |||||
314 | $transaction = $port->getGoodTransaction($goodID); |
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315 | |||||
316 | if ($transaction === TransactionType::Buy) { |
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317 | debug('Buy Goods'); |
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318 | $amount = $ship->getEmptyHolds(); |
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319 | } else { |
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320 | debug('Sell Goods'); |
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321 | $amount = $ship->getCargo($goodID); |
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322 | } |
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323 | |||||
324 | if ($port->getGoodAmount($goodID) < $amount) { |
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325 | throw new TradeRouteDrained(); |
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326 | } |
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327 | |||||
328 | $idealPrice = $port->getIdealPrice($goodID, $transaction, $amount, $relations); |
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329 | $offeredPrice = $port->getOfferPrice($idealPrice, $relations, $transaction); |
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330 | |||||
331 | return new ShopGoodsProcessor( |
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332 | goodID: $goodID, |
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333 | amount: $amount, |
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334 | bargainNumber: 1, |
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335 | bargainPrice: $offeredPrice // take the offered price |
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336 | ); |
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337 | } |
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338 | |||||
339 | function dumpCargo(AbstractSmrPlayer $player): Page { |
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340 | $ship = $player->getShip(); |
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341 | $cargo = $ship->getCargo(); |
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342 | debug('Ship Cargo', $cargo); |
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343 | foreach ($cargo as $goodID => $amount) { |
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344 | if ($amount > 0) { |
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345 | return new CargoDumpProcessor($goodID, $amount); |
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346 | } |
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347 | } |
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348 | throw new Exception('Called dumpCargo without any cargo!'); |
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349 | } |
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350 | |||||
351 | function plotToSector(AbstractSmrPlayer $player, int $sectorID): Page { |
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352 | return new PlotCourseConventionalProcessor(from: $player->getSectorID(), to: $sectorID); |
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353 | } |
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354 | |||||
355 | function plotToFed(AbstractSmrPlayer $player): Page { |
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356 | debug('Plotting To Fed'); |
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357 | |||||
358 | // Always drop illegal goods before heading to fed space |
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359 | if ($player->getShip()->hasIllegalGoods()) { |
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360 | debug('Dumping illegal goods'); |
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361 | processContainer(dumpCargo($player)); |
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362 | } |
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363 | |||||
364 | $fedLocID = $player->getRaceID() + LOCATION_GROUP_RACIAL_BEACONS; |
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365 | $container = plotToNearest($player, SmrLocation::getLocation($player->getGameID(), $fedLocID)); |
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366 | if ($container === false) { |
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0 ignored issues
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|
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367 | debug('Plotted to fed whilst in fed, switch NPC and wait for turns'); |
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368 | throw new FinalAction(); |
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369 | } |
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370 | return $container; |
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371 | } |
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372 | |||||
373 | function plotToNearest(AbstractSmrPlayer $player, mixed $realX): Page|false { |
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374 | debug('Plotting To: ', $realX); //TODO: Can we make the debug output a bit nicer? |
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375 | |||||
376 | if ($player->getSector()->hasX($realX)) { //Check if current sector has what we're looking for before we attempt to plot and get error. |
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377 | debug('Already available in sector'); |
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378 | return false; |
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379 | } |
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380 | |||||
381 | return new PlotCourseNearestProcessor($realX); |
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382 | } |
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383 | |||||
384 | function moveToSector(AbstractSmrPlayer $player, int $targetSector): Page { |
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385 | debug('Moving from #' . $player->getSectorID() . ' to #' . $targetSector); |
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386 | return new SectorMoveProcessor($targetSector, new CurrentSector()); |
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387 | } |
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388 | |||||
389 | function checkForShipUpgrade(AbstractSmrPlayer $player): void { |
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390 | foreach (SHIP_UPGRADE_PATH[$player->getRaceID()] as $upgradeShipID) { |
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391 | if ($player->getShipTypeID() == $upgradeShipID) { |
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392 | //We can't upgrade, only downgrade. |
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393 | return; |
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394 | } |
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395 | $cost = $player->getShip()->getCostToUpgrade($upgradeShipID); |
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396 | $balance = $player->getCredits() - $cost; |
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397 | if ($balance > NPC_MINIMUM_RESERVE_CREDITS) { |
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398 | debug('Upgrading to ship type: ' . $upgradeShipID); |
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399 | $player->setCredits($balance); |
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400 | $player->getShip()->setTypeID($upgradeShipID); |
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401 | return; |
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402 | } |
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403 | } |
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404 | } |
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405 | |||||
406 | function setupShip(AbstractSmrPlayer $player): void { |
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407 | // Upgrade ships if we can |
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408 | checkForShipUpgrade($player); |
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409 | |||||
410 | // Start the NPC with max hardware |
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411 | $ship = $player->getShip(); |
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412 | $ship->setHardwareToMax(); |
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413 | |||||
414 | // Equip the ship with as many lasers as it can hold |
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415 | $weaponIDs = [ |
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416 | WEAPON_TYPE_PLANETARY_PULSE_LASER, |
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417 | WEAPON_TYPE_HUGE_PULSE_LASER, |
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418 | WEAPON_TYPE_HUGE_PULSE_LASER, |
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419 | WEAPON_TYPE_LARGE_PULSE_LASER, |
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420 | WEAPON_TYPE_LARGE_PULSE_LASER, |
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421 | WEAPON_TYPE_LARGE_PULSE_LASER, |
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422 | WEAPON_TYPE_LASER, |
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423 | ]; |
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424 | $ship->removeAllWeapons(); |
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425 | while ($ship->hasOpenWeaponSlots()) { |
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426 | $weapon = SmrWeapon::getWeapon(array_shift($weaponIDs)); |
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427 | $ship->addWeapon($weapon); |
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428 | } |
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429 | |||||
430 | // Enable special hardware |
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431 | if ($ship->hasCloak()) { |
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432 | $ship->enableCloak(); |
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433 | } |
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434 | if ($ship->hasIllusion()) { |
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435 | $illusionShipID = array_rand_value(SHIP_UPGRADE_PATH[$player->getRaceID()]); |
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436 | $ship->setIllusion($illusionShipID, rand(8, 25), rand(6, 20)); |
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437 | } |
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438 | |||||
439 | // Update database (not essential to have a lock here) |
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440 | $player->update(); |
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441 | $ship->update(); |
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442 | } |
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443 | |||||
444 | /** |
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445 | * @return array<Smr\Routes\MultiplePortRoute> |
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446 | */ |
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447 | function findRoutes(AbstractSmrPlayer $player): array { |
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448 | debug('Finding Routes'); |
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449 | |||||
450 | $tradeGoods = [GOODS_NOTHING => false]; |
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451 | foreach (TradeGood::getAll() as $goodID => $good) { |
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452 | if ($player->meetsAlignmentRestriction($good->alignRestriction)) { |
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453 | $tradeGoods[$goodID] = true; |
||||
454 | } else { |
||||
455 | $tradeGoods[$goodID] = false; |
||||
456 | } |
||||
457 | } |
||||
458 | |||||
459 | // Only allow NPCs to trade at ports of their race and neutral ports |
||||
460 | $tradeRaces = []; |
||||
461 | foreach (Race::getAllIDs() as $raceID) { |
||||
462 | $tradeRaces[$raceID] = false; |
||||
463 | } |
||||
464 | $tradeRaces[$player->getRaceID()] = true; |
||||
465 | $tradeRaces[RACE_NEUTRAL] = true; |
||||
466 | |||||
467 | // Trade in all Racial/Neutral galaxies up until the first Planet galaxy |
||||
468 | $galaxies = []; |
||||
469 | foreach ($player->getGame()->getGalaxies() as $galaxy) { |
||||
470 | if ($galaxy->getGalaxyType() == SmrGalaxy::TYPE_PLANET) { |
||||
471 | break; |
||||
472 | } |
||||
473 | $galaxies[] = $galaxy; |
||||
474 | } |
||||
475 | // Fallback to current galaxy in case this has selected no galaxies |
||||
476 | if (count($galaxies) == 0) { |
||||
477 | $galaxies[] = $player->getSector()->getGalaxy(); |
||||
478 | } |
||||
479 | |||||
480 | // Determine the trade area (start of first galaxy to end of last) |
||||
481 | $startSectorID = reset($galaxies)->getStartSector(); |
||||
482 | $endSectorID = end($galaxies)->getEndSector(); |
||||
483 | |||||
484 | $maxNumberOfPorts = 2; |
||||
485 | $routesForPort = -1; |
||||
486 | $numberOfRoutes = 100; |
||||
487 | $maxDistance = 15; |
||||
488 | |||||
489 | $db = Database::getInstance(); |
||||
490 | $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)); |
||||
491 | if ($dbResult->hasRecord()) { |
||||
492 | $routes = $dbResult->record()->getObject('routes', true); |
||||
493 | debug('Using Cached Routes: #' . count($routes)); |
||||
494 | return $routes; |
||||
495 | } |
||||
496 | |||||
497 | debug('Generating Routes'); |
||||
498 | $ports = []; |
||||
499 | foreach ($galaxies as $galaxy) { |
||||
500 | $ports += $galaxy->getPorts(); // Merge arrays |
||||
501 | } |
||||
502 | |||||
503 | $distances = Plotter::calculatePortToPortDistances($ports, $tradeRaces, $maxDistance, $startSectorID, $endSectorID); |
||||
504 | |||||
505 | $allRoutes = RouteGenerator::generateMultiPortRoutes($maxNumberOfPorts, $ports, $tradeGoods, $tradeRaces, $distances, $routesForPort, $numberOfRoutes); |
||||
506 | |||||
507 | unset($distances); |
||||
508 | |||||
509 | $routesMerged = []; |
||||
510 | foreach ($allRoutes[RouteGenerator::MONEY_ROUTE] as $routesByMulti) { |
||||
511 | $routesMerged += $routesByMulti; //Merge arrays |
||||
512 | } |
||||
513 | |||||
514 | SmrPort::clearCache(); |
||||
515 | SmrSector::clearCache(); |
||||
516 | |||||
517 | if (count($routesMerged) == 0) { |
||||
518 | debug('Could not find any routes! Try another NPC.'); |
||||
519 | throw new FinalAction(); |
||||
520 | } |
||||
521 | |||||
522 | $db->insert('route_cache', [ |
||||
523 | 'game_id' => $db->escapeNumber($player->getGameID()), |
||||
524 | 'max_ports' => $db->escapeNumber($maxNumberOfPorts), |
||||
525 | 'goods_allowed' => $db->escapeObject($tradeGoods), |
||||
526 | 'races_allowed' => $db->escapeObject($tradeRaces), |
||||
527 | 'start_sector_id' => $db->escapeNumber($startSectorID), |
||||
528 | 'end_sector_id' => $db->escapeNumber($endSectorID), |
||||
529 | 'routes_for_port' => $db->escapeNumber($routesForPort), |
||||
530 | 'max_distance' => $db->escapeNumber($maxDistance), |
||||
531 | 'routes' => $db->escapeObject($routesMerged, true), |
||||
532 | ]); |
||||
533 | debug('Found Routes: #' . count($routesMerged)); |
||||
534 | return $routesMerged; |
||||
535 | } |
||||
536 |