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<?php |
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declare(strict_types=1); |
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namespace Stu\Module\Ship\Lib\Battle\Weapon; |
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use Stu\Component\Ship\ShipModuleTypeEnum; |
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use Stu\Lib\DamageWrapper; |
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use Stu\Lib\Information\InformationWrapper; |
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use Stu\Module\Ship\Lib\Battle\Party\BattlePartyInterface; |
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use Stu\Module\Ship\Lib\Message\Message; |
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use Stu\Module\Ship\Lib\Battle\Provider\EnergyAttackerInterface; |
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use Stu\Module\Ship\Lib\Battle\ShipAttackCauseEnum; |
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use Stu\Orm\Entity\PlanetFieldInterface; |
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use Stu\Orm\Entity\ShipInterface; |
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use Stu\Orm\Entity\WeaponInterface; |
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//TODO unit tests |
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final class EnergyWeaponPhase extends AbstractWeaponPhase implements EnergyWeaponPhaseInterface |
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{ |
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public const FIRINGMODE_RANDOM = 1; |
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public const FIRINGMODE_FOCUS = 2; |
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1 |
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public function fire( |
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EnergyAttackerInterface $attacker, |
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BattlePartyInterface $targetPool, |
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ShipAttackCauseEnum $attackCause |
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): array { |
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$messages = []; |
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1 |
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$phaserVolleys = $attacker->getPhaserVolleys(); |
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for ($i = 1; $i <= $phaserVolleys; $i++) { |
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if ($targetPool->isDefeated()) { |
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break; |
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} |
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if (!$attacker->getPhaserState() || !$attacker->hasSufficientEnergy($this->getEnergyWeaponEnergyCosts())) { |
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break; |
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} |
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1 |
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$weapon = $attacker->getWeapon(); |
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1 |
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$attacker->reduceEps($this->getEnergyWeaponEnergyCosts()); |
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$targetWrapper = $targetPool->getRandomActiveMember(); |
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if ($attacker->getFiringMode() === self::FIRINGMODE_RANDOM) { |
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$targetWrapper = $targetPool->getRandomActiveMember(); |
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} |
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$target = $targetWrapper->get(); |
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$message = new Message($attacker->getUser()->getId(), $target->getUser()->getId()); |
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$messages[] = $message; |
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$message->add(sprintf( |
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"Die %s feuert mit einem %s auf die %s", |
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$attacker->getName(), |
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$weapon->getName(), |
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$target->getName() |
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)); |
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if ( |
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$attacker->getHitChance() * (100 - $target->getEvadeChance()) < $this->stuRandom->rand(1, 10000) |
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) { |
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$message->add("Die " . $target->getName() . " wurde verfehlt"); |
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continue; |
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} |
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$isCritical = $this->isCritical($weapon, $target->getCloakState()); |
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$damage_wrapper = new DamageWrapper( |
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$attacker->getWeaponDamage($isCritical) |
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); |
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$damage_wrapper->setCrit($isCritical); |
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$damage_wrapper->setShieldDamageFactor($attacker->getPhaserShieldDamageFactor()); |
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$damage_wrapper->setHullDamageFactor($attacker->getPhaserHullDamageFactor()); |
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$damage_wrapper->setIsPhaserDamage(true); |
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$damage_wrapper->setPirateWrath($attacker->getUser(), $target); |
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$this->setWeaponShieldModificator($target, $weapon, $damage_wrapper); |
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$message->addMessageMerge($this->applyDamage->damage($damage_wrapper, $targetWrapper)->getInformations()); |
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if ($target->isDestroyed()) { |
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$this->checkForShipDestruction( |
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$attacker, |
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$targetWrapper, |
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$attackCause->getDestructionCause(), |
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$message |
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); |
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if ($weapon->getFiringMode() === self::FIRINGMODE_FOCUS) { |
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break; |
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} |
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} |
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} |
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return $messages; |
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} |
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public function fireAtBuilding( |
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EnergyAttackerInterface $attacker, |
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PlanetFieldInterface $target, |
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bool $isOrbitField |
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): InformationWrapper { |
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$informations = new InformationWrapper(); |
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$building = $target->getBuilding(); |
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if ($building === null) { |
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$informations->addInformation(_("Kein Gebäude vorhanden")); |
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return $informations; |
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} |
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for ($i = 1; $i <= $attacker->getPhaserVolleys(); $i++) { |
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if (!$attacker->getPhaserState() || !$attacker->hasSufficientEnergy($this->getEnergyWeaponEnergyCosts())) { |
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break; |
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} |
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$attacker->reduceEps($this->getEnergyWeaponEnergyCosts()); |
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$weapon = $attacker->getWeapon(); |
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$informations->addInformation(sprintf( |
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_("Die %s feuert mit einem %s auf das Gebäude %s auf Feld %d"), |
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$attacker->getName(), |
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$weapon->getName(), |
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$building->getName(), |
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$target->getFieldId() |
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)); |
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if ( |
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$attacker->getHitChance() < random_int(1, 100) |
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) { |
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$informations->addInformation(_("Das Gebäude wurde verfehlt")); |
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continue; |
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} |
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$isCritical = random_int(1, 100) <= $weapon->getCriticalChance(); |
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$damage_wrapper = new DamageWrapper( |
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$attacker->getWeaponDamage($isCritical) |
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); |
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$damage_wrapper->setCrit($isCritical); |
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$damage_wrapper->setShieldDamageFactor($attacker->getPhaserShieldDamageFactor()); |
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$damage_wrapper->setHullDamageFactor($attacker->getPhaserHullDamageFactor()); |
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$damage_wrapper->setIsPhaserDamage(true); |
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$informations->addInformationWrapper($this->applyDamage->damageBuilding($damage_wrapper, $target, $isOrbitField)); |
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if ($target->getIntegrity() === 0) { |
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$this->entryCreator->addEntry( |
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sprintf( |
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_('Das Gebäude %s auf Kolonie %s wurde von der %s zerstört'), |
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$building->getName(), |
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$target->getHost()->getName(), |
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$attacker->getName() |
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), |
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$attacker->getUser()->getId(), |
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$target->getHost() |
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); |
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$this->buildingManager->remove($target); |
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break; |
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} |
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//deactivate if high damage |
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elseif ($target->hasHighDamage()) { |
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$this->buildingManager->deactivate($target); |
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} |
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} |
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return $informations; |
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} |
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private function isCritical(WeaponInterface $weapon, bool $isTargetCloaked): bool |
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{ |
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$critChance = $isTargetCloaked ? $weapon->getCriticalChance() * 2 : $weapon->getCriticalChance(); |
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return $this->stuRandom->rand(1, 100) <= $critChance; |
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} |
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private function setWeaponShieldModificator( |
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ShipInterface $target, |
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WeaponInterface $weapon, |
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DamageWrapper $damageWrapper |
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): void { |
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$targetShieldModule = $this->getModule($target, ShipModuleTypeEnum::SHIELDS); |
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1 |
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if ($targetShieldModule === null) { |
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return; |
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} |
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$weaponShield = $targetShieldModule->getWeaponShield()->get($weapon->getId()); |
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if ($weaponShield !== null) { |
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$damageWrapper->setModificator($weaponShield->getModificator()); |
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} |
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} |
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1 |
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private function getEnergyWeaponEnergyCosts(): int |
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{ |
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// @todo |
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1 |
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return 1; |
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} |
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} |
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