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