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<?php |
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/** |
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* Created by Gorlum 13.02.2018 7:53 |
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*/ |
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namespace Ube\Ube4_1; |
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class Ube4_1Calc { |
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const CONVERT_UNIT_PARAMS = [ |
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UBE_ATTACK => 'attack', |
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UBE_ARMOR => 'armor', |
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UBE_SHIELD => 'shield', |
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]; |
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public $ube_combat_bonus_list; |
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public $ube_convert_techs; |
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public function __construct() { |
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global $ube_combat_bonus_list, $ube_convert_techs; |
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$this->ube_combat_bonus_list = $ube_combat_bonus_list; |
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$this->ube_convert_techs = $ube_convert_techs; |
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} |
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public function sn_ube_combat(&$combat_data) { |
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// TODO: Сделать атаку по типам, когда они будут |
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$start = microtime(true); |
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$this->sn_ube_combat_prepare_first_round($combat_data); |
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for ($round = 1; $round <= 10; $round++) { |
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// Готовим данные для раунда |
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$this->sn_ube_combat_round_prepare($combat_data, $round); |
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// Проводим раунд |
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$this->sn_ube_combat_round_crossfire_fleet($combat_data, $round); |
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// Анализируем итоги текущего раунда и готовим данные для следующего |
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if ($this->sn_ube_combat_round_analyze($combat_data, $round) != UBE_COMBAT_RESULT_DRAW) { |
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break; |
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} |
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} |
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$combat_data[UBE_TIME_SPENT] = microtime(true) - $start; |
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// Делать это всегда - нам нужны результаты боя: луна->обломки->количество осташихся юнитов |
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$this->sn_ube_combat_analyze($combat_data); |
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} |
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// ------------------------------------------------------------------------------------------------ |
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protected function sn_ube_combat_prepare_first_round(&$combat_data) { |
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// Готовим информацию для первого раунда - проводим все нужные вычисления из исходных данных |
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$first_round_data = array(); |
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foreach ($combat_data[UBE_FLEETS] as $fleet_id => &$fleet_info) { |
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$fleet_info[UBE_COUNT] = is_array($fleet_info[UBE_COUNT]) ? $fleet_info[UBE_COUNT] : array(); |
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$player_data = &$combat_data[UBE_PLAYERS][$fleet_info[UBE_OWNER]]; |
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$fleet_info[UBE_FLEET_TYPE] = $player_data[UBE_ATTACKER] ? UBE_ATTACKERS : UBE_DEFENDERS; |
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foreach ($this->ube_combat_bonus_list as $bonus_id => $bonus_value) { |
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// Вычисляем бонус игрока |
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$bonus_value = isset($player_data[UBE_BONUSES][$bonus_id]) ? $player_data[UBE_BONUSES][$bonus_id] : 0; |
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// Добавляем к бонусам флота бонусы игрока |
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$fleet_info[UBE_BONUSES][$bonus_id] += $bonus_value; |
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} |
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$first_round_data[$fleet_id][UBE_COUNT] = $fleet_info[UBE_PRICE] = array(); |
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foreach ($fleet_info[UBE_COUNT] as $unit_id => $unit_count) { |
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if ($unit_count <= 0) { |
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continue; |
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} |
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$unit_info = get_unit_param($unit_id); |
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// Заполняем информацию о кораблях в информации флота |
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foreach ($this->ube_combat_bonus_list as $bonus_id => $bonus_value) { |
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$fleet_info[$bonus_id][$unit_id] = floor($unit_info[static::CONVERT_UNIT_PARAMS[$bonus_id]] * (1 + $fleet_info[UBE_BONUSES][$bonus_id])); |
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} |
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$fleet_info[UBE_AMPLIFY][$unit_id] = $unit_info[P_AMPLIFY]; |
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// TODO: Переделать через get_ship_data() |
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$fleet_info[UBE_CAPACITY][$unit_id] = $unit_info[P_CAPACITY]; |
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$fleet_info[UBE_TYPE][$unit_id] = $unit_info[P_UNIT_TYPE]; |
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// TODO: Переделать через список ресурсов |
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$fleet_info[UBE_PRICE][RES_METAL] [$unit_id] = $unit_info[P_COST][RES_METAL]; |
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$fleet_info[UBE_PRICE][RES_CRYSTAL] [$unit_id] = $unit_info[P_COST][RES_CRYSTAL]; |
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$fleet_info[UBE_PRICE][RES_DEUTERIUM][$unit_id] = $unit_info[P_COST][RES_DEUTERIUM]; |
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$fleet_info[UBE_PRICE][RES_DARK_MATTER][$unit_id] = $unit_info[P_COST][RES_DARK_MATTER]; |
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// Копируем её в информацию о первом раунде |
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$first_round_data[$fleet_id][UBE_ARMOR][$unit_id] = $fleet_info[UBE_ARMOR][$unit_id] * $unit_count; |
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$first_round_data[$fleet_id][UBE_COUNT][$unit_id] = $unit_count; |
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$first_round_data[$fleet_id][UBE_ARMOR_REST][$unit_id] = $fleet_info[UBE_ARMOR][$unit_id]; |
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$first_round_data[$fleet_id][UBE_SHIELD_REST][$unit_id] = $fleet_info[UBE_SHIELD][$unit_id]; |
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} |
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} |
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$combat_data[UBE_ROUNDS][0][UBE_FLEETS] = $first_round_data; |
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$combat_data[UBE_ROUNDS][1][UBE_FLEETS] = $first_round_data; |
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$this->sn_ube_combat_round_prepare($combat_data, 0); |
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} |
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// ------------------------------------------------------------------------------------------------ |
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// Вычисление дополнительной информации для расчета раунда |
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protected function sn_ube_combat_round_prepare(&$combat_data, $round) { |
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$is_simulator = $combat_data[UBE_OPTIONS][UBE_SIMULATOR]; |
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$round_data = &$combat_data[UBE_ROUNDS][$round]; |
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foreach ($round_data[UBE_FLEETS] as $fleet_id => &$fleet_data) { |
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// Кэшируем переменные для легкого доступа к подмассивам |
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$fleet_info = &$combat_data[UBE_FLEETS][$fleet_id]; |
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$fleet_data[UBE_FLEET_INFO] = &$fleet_info; |
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$fleet_type = $fleet_info[UBE_FLEET_TYPE]; |
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foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
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if ($unit_count <= 0) { |
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continue; |
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} |
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// TODO: Добавить процент регенерации щитов |
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// Для не-симулятора - рандомизируем каждый раунд значения атаки и щитов |
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$fleet_data[UBE_ATTACK_BASE][$unit_id] = floor($fleet_info[UBE_ATTACK][$unit_id] * ($is_simulator ? 1 : mt_rand(80, 120) / 100)); |
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$fleet_data[UBE_SHIELD_BASE][$unit_id] = floor($fleet_info[UBE_SHIELD][$unit_id] * ($is_simulator ? 1 : mt_rand(80, 120) / 100)); |
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$fleet_data[UBE_ARMOR_BASE][$unit_id] = floor($fleet_info[UBE_ARMOR][$unit_id]);// * ($is_simulator ? 1 : mt_rand(80, 120) / 100)); |
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$fleet_data[UBE_ATTACK][$unit_id] = $fleet_data[UBE_ATTACK_BASE][$unit_id] * $unit_count; |
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$fleet_data[UBE_SHIELD][$unit_id] = $fleet_data[UBE_SHIELD_BASE][$unit_id] * $unit_count; |
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$fleet_data[UBE_SHIELD_REST][$unit_id] = $fleet_data[UBE_SHIELD_BASE][$unit_id]; |
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// $fleet_data[UBE_SHIELD][$unit_id] = $fleet_data[UBE_SHIELD_BASE][$unit_id] * ($combat_data[UBE_OPTIONS][UBE_METHOD] ? $unit_count : 1); |
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// $fleet_data[UBE_ARMOR][$unit_id] = $fleet_info[UBE_ARMOR_BASE][$unit_id] * $unit_count; |
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} |
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// Суммируем данные по флоту |
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foreach ($this->ube_combat_bonus_list as $bonus_id) { |
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$round_data[$fleet_type][$bonus_id][$fleet_id] += is_array($fleet_data[$bonus_id]) ? array_sum($fleet_data[$bonus_id]) : 0; |
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} |
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} |
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// Суммируем данные по атакующим и защитникам |
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foreach ($this->ube_combat_bonus_list as $bonus_id) { |
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$round_data[UBE_TOTAL][UBE_DEFENDERS][$bonus_id] = array_sum($round_data[UBE_DEFENDERS][$bonus_id]); |
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$round_data[UBE_TOTAL][UBE_ATTACKERS][$bonus_id] = array_sum($round_data[UBE_ATTACKERS][$bonus_id]); |
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} |
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// Высчитываем долю атаки, приходящейся на юнит равную отношению брони юнита к общей броне - крупные цели атакуют чаще |
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foreach ($round_data[UBE_FLEETS] as &$fleet_data) { |
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$fleet_type = $fleet_data[UBE_FLEET_INFO][UBE_FLEET_TYPE]; |
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foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
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$fleet_data[UBE_DAMAGE_PERCENT][$unit_id] = $fleet_data[UBE_ARMOR][$unit_id] / $round_data[UBE_TOTAL][$fleet_type][UBE_ARMOR]; |
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} |
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} |
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} |
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// ------------------------------------------------------------------------------------------------ |
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// Разбирает данные боя для генерации отчета |
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protected function sn_ube_combat_analyze(&$combat_data) { |
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global $config; |
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// $combat_data[UBE_OUTCOME] = array(); |
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$combat_data[UBE_OPTIONS][UBE_EXCHANGE] = array(RES_METAL => $config->rpg_exchange_metal); |
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$exchange = &$combat_data[UBE_OPTIONS][UBE_EXCHANGE]; |
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foreach (array(RES_CRYSTAL => 'rpg_exchange_crystal', RES_DEUTERIUM => 'rpg_exchange_deuterium', RES_DARK_MATTER => 'rpg_exchange_darkMatter') as $resource_id => $resource_name) { |
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$exchange[$resource_id] = $config->$resource_name * $exchange[RES_METAL]; |
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} |
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// $total_resources_value = array_sum($exchange); |
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// Переменные для быстрого доступа к подмассивам |
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$outcome = &$combat_data[UBE_OUTCOME]; |
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$fleets_info = &$combat_data[UBE_FLEETS]; |
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$last_round_data = &$combat_data[UBE_ROUNDS][count($combat_data[UBE_ROUNDS]) - 1]; |
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$outcome[UBE_DEBRIS] = array(); |
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// Генерируем результат боя |
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foreach ($fleets_info as $fleet_id => &$fleet_info) { |
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$fleet_type = $fleet_info[UBE_FLEET_TYPE]; |
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// Инициализируем массив результатов для флота |
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$outcome[UBE_FLEETS][$fleet_id] = array(UBE_UNITS_LOST => array()); |
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$outcome[$fleet_type][UBE_FLEETS][$fleet_id] = &$outcome[UBE_FLEETS][$fleet_id]; |
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// Переменные для быстрого доступа к подмассивам |
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$fleet_outcome = &$outcome[UBE_FLEETS][$fleet_id]; |
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$fleet_data = &$last_round_data[UBE_FLEETS][$fleet_id]; |
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foreach ($fleet_info[UBE_COUNT] as $unit_id => $unit_count) { |
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// Вычисляем сколько юнитов осталось и сколько потеряно |
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$units_left = $fleet_data[UBE_COUNT][$unit_id]; |
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// Восстановление обороны - 75% от уничтоженной |
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if ($fleet_info[UBE_TYPE][$unit_id] == UNIT_DEFENCE) { |
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$giveback_chance = 75; // TODO Configure |
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$units_lost = $unit_count - $units_left; |
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if ($combat_data[UBE_OPTIONS][UBE_SIMULATOR]) { // for simulation just return 75% of loss |
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$units_giveback = round($units_lost * $giveback_chance / 100); |
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} else { |
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if ($unit_count > 10) { // if there were more then 10 defense elements - mass-calculating giveback |
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$units_giveback = round($units_lost * mt_rand($giveback_chance * 0.8, $giveback_chance * 1.2) / 100); |
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} else { //if there were less then 10 defense elements - calculating giveback per element |
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$units_giveback = 0; |
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for ($i = 1; $i <= $units_lost; $i++) { |
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if (mt_rand(1, 100) <= $giveback_chance) { |
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$units_giveback++; |
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} |
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} |
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} |
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} |
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$units_left += $units_giveback; |
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$fleet_outcome[UBE_DEFENCE_RESTORE][$unit_id] = $units_giveback; |
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} |
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// TODO: Сбор металла/кристалла от обороны |
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$units_lost = $unit_count - $units_left; |
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// Вычисляем емкость трюмов оставшихся кораблей |
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$outcome[$fleet_type][UBE_CAPACITY][$fleet_id] += $fleet_info[UBE_CAPACITY][$unit_id] * $units_left; |
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// Вычисляем потери в ресурсах |
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if ($units_lost) { |
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$fleet_outcome[UBE_UNITS_LOST][$unit_id] = $units_lost; |
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foreach ($fleet_info[UBE_PRICE] as $resource_id => $unit_prices) { |
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if (!$unit_prices[$unit_id]) { |
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continue; |
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} |
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// ...чистыми |
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$resources_lost = $units_lost * $unit_prices[$unit_id]; |
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$fleet_outcome[UBE_RESOURCES_LOST][$resource_id] += $resources_lost; |
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// Если это корабль - прибавляем потери к обломкам на орбите |
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if ($fleet_info[UBE_TYPE][$unit_id] == UNIT_SHIPS) { |
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$outcome[UBE_DEBRIS][$resource_id] += floor($resources_lost * ($combat_data[UBE_OPTIONS][UBE_SIMULATOR] ? 30 : mt_rand(20, 40)) / 100); // TODO: Configurize |
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} |
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// ...в металле |
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$resources_lost_in_metal = $resources_lost * $exchange[$resource_id]; |
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$fleet_outcome[UBE_RESOURCES_LOST_IN_METAL][RES_METAL] += $resources_lost_in_metal; |
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} |
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} |
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} |
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// На планете ($fleet_id = 0) ресурсы в космос не выбрасываются |
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if ($fleet_id == 0) { |
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continue; |
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} |
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// Количество ресурсов флота |
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$fleet_total_resources = empty($fleet_info[UBE_RESOURCES]) ? 0 : array_sum($fleet_info[UBE_RESOURCES]); |
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// Если на борту нет ресурсов - зачем нам все это? |
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if ($fleet_total_resources == 0) { |
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continue; |
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} |
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// Емкость трюмов флота |
254
|
|
|
$fleet_capacity = $outcome[$fleet_type][UBE_CAPACITY][$fleet_id]; |
255
|
|
|
// Если емкость трюмов меньше количество ресурсов - часть ресов выбрасываем нахуй |
256
|
|
|
if ($fleet_capacity < $fleet_total_resources) { |
257
|
|
|
$left_percent = $fleet_capacity / $fleet_total_resources; // Сколько ресурсов будет оставлено |
258
|
|
|
foreach ($fleet_info[UBE_RESOURCES] as $resource_id => $resource_amount) { |
259
|
|
|
// Не просчитываем ресурсы, которых нет на борту кораблей флота |
260
|
|
|
if (!$resource_amount) { |
261
|
|
|
continue; |
262
|
|
|
} |
263
|
|
|
|
264
|
|
|
// TODO Восстанавливаем ошибку округления - придумать нормальный алгоритм - вроде round() должно быть достаточно. Проверить |
265
|
|
|
$fleet_outcome[UBE_RESOURCES][$resource_id] = round($left_percent * $resource_amount); |
266
|
|
|
$resource_dropped = $resource_amount - $fleet_outcome[UBE_RESOURCES][$resource_id]; |
267
|
|
|
$fleet_outcome[UBE_CARGO_DROPPED][$resource_id] = $resource_dropped; |
268
|
|
|
|
269
|
|
|
$outcome[UBE_DEBRIS][$resource_id] += round($resource_dropped * ($combat_data[UBE_OPTIONS][UBE_SIMULATOR] ? 50 : mt_rand(30, 70)) / 100); // TODO: Configurize |
270
|
|
|
$fleet_outcome[UBE_RESOURCES_LOST_IN_METAL][RES_METAL] += $resource_dropped * $exchange[$resource_id]; |
271
|
|
|
} |
272
|
|
|
$fleet_total_resources = array_sum($fleet_outcome[UBE_RESOURCES]); |
273
|
|
|
} |
274
|
|
|
|
275
|
|
|
$outcome[$fleet_type][UBE_CAPACITY][$fleet_id] = $fleet_capacity - $fleet_total_resources; |
276
|
|
|
} |
277
|
|
|
|
278
|
|
|
$outcome[UBE_COMBAT_RESULT] = !isset($last_round_data[UBE_OUTCOME]) || $last_round_data[UBE_OUTCOME] == UBE_COMBAT_RESULT_DRAW_END ? UBE_COMBAT_RESULT_DRAW : $last_round_data[UBE_OUTCOME]; |
279
|
|
|
// SFR - Small Fleet Reconnaissance ака РМФ |
280
|
|
|
$outcome[UBE_SFR] = count($combat_data[UBE_ROUNDS]) == 2 && $outcome[UBE_COMBAT_RESULT] == UBE_COMBAT_RESULT_LOSS; |
281
|
|
|
|
282
|
|
|
if (!$combat_data[UBE_OPTIONS][UBE_LOADED]) { |
283
|
|
|
if ($combat_data[UBE_OPTIONS][UBE_MOON_WAS]) { |
284
|
|
|
$outcome[UBE_MOON] = UBE_MOON_WAS; |
285
|
|
|
} else { |
286
|
|
|
$this->sn_ube_combat_analyze_moon($outcome, $combat_data[UBE_OPTIONS][UBE_SIMULATOR]); |
287
|
|
|
} |
288
|
|
|
|
289
|
|
|
// Лутаем ресурсы - если аттакер выиграл |
290
|
|
|
if ($outcome[UBE_COMBAT_RESULT] == UBE_COMBAT_RESULT_WIN) { |
291
|
|
|
$this->sn_ube_combat_analyze_loot($combat_data); |
292
|
|
|
if ($combat_data[UBE_OPTIONS][UBE_MOON_WAS] && $combat_data[UBE_OPTIONS][UBE_MISSION_TYPE] == MT_DESTROY) { |
293
|
|
|
$this->sn_ube_combat_analyze_moon_destroy($combat_data); |
294
|
|
|
} |
295
|
|
|
} |
296
|
|
|
} |
297
|
|
|
|
298
|
|
|
} |
299
|
|
|
|
300
|
|
|
// ------------------------------------------------------------------------------------------------ |
301
|
|
|
protected function sn_ube_combat_analyze_moon(&$outcome, $is_simulator) { |
302
|
|
|
$outcome[UBE_DEBRIS_TOTAL] = 0; |
303
|
|
|
foreach (array(RES_METAL, RES_CRYSTAL) as $resource_id) // TODO via array |
304
|
|
|
{ |
305
|
|
|
$outcome[UBE_DEBRIS_TOTAL] += $outcome[UBE_DEBRIS][$resource_id]; |
306
|
|
|
} |
307
|
|
|
|
308
|
|
|
if ($outcome[UBE_DEBRIS_TOTAL]) { |
309
|
|
|
// TODO uni_calculate_moon_chance |
310
|
|
|
$moon_chance = min($outcome[UBE_DEBRIS_TOTAL] / 1000000, 30); // TODO Configure |
311
|
|
|
$moon_chance = $moon_chance >= 1 ? $moon_chance : 0; |
312
|
|
|
$outcome[UBE_MOON_CHANCE] = $moon_chance; |
313
|
|
|
if ($moon_chance) { |
314
|
|
|
if ($is_simulator || mt_rand(1, 100) <= $moon_chance) { |
315
|
|
|
$outcome[UBE_MOON_SIZE] = round($is_simulator ? $moon_chance * 150 + 1999 : mt_rand($moon_chance * 100 + 1000, $moon_chance * 200 + 2999)); |
316
|
|
|
$outcome[UBE_MOON] = UBE_MOON_CREATE_SUCCESS; |
317
|
|
|
|
318
|
|
|
if ($outcome[UBE_DEBRIS_TOTAL] <= 30000000) { |
319
|
|
|
$outcome[UBE_DEBRIS_TOTAL] = 0; |
320
|
|
|
$outcome[UBE_DEBRIS] = array(); |
321
|
|
|
} else { |
322
|
|
|
$moon_debris_spent = 30000000; |
323
|
|
|
$moon_debris_left_percent = ($outcome[UBE_DEBRIS_TOTAL] - $moon_debris_spent) / $outcome[UBE_DEBRIS_TOTAL]; |
324
|
|
|
|
325
|
|
|
$outcome[UBE_DEBRIS_TOTAL] = 0; |
326
|
|
|
foreach (array(RES_METAL, RES_CRYSTAL) as $resource_id) // TODO via array |
327
|
|
|
{ |
328
|
|
|
$outcome[UBE_DEBRIS][$resource_id] = floor($outcome[UBE_DEBRIS][$resource_id] * $moon_debris_left_percent); |
329
|
|
|
$outcome[UBE_DEBRIS_TOTAL] += $outcome[UBE_DEBRIS][$resource_id]; |
330
|
|
|
} |
331
|
|
|
} |
332
|
|
|
} else { |
333
|
|
|
$outcome[UBE_MOON] = UBE_MOON_CREATE_FAILED; |
334
|
|
|
} |
335
|
|
|
} |
336
|
|
|
} else { |
337
|
|
|
$outcome[UBE_MOON] = UBE_MOON_NONE; |
338
|
|
|
} |
339
|
|
|
} |
340
|
|
|
|
341
|
|
|
// ------------------------------------------------------------------------------------------------ |
342
|
|
|
protected function sn_ube_combat_analyze_moon_destroy(&$combat_data) { |
343
|
|
|
// TODO: $is_simulator |
344
|
|
|
$reapers = 0; |
345
|
|
|
foreach ($combat_data[UBE_ROUNDS][count($combat_data[UBE_ROUNDS]) - 1][UBE_FLEETS] as $fleet_data) { |
346
|
|
|
if ($fleet_data[UBE_FLEET_INFO][UBE_FLEET_TYPE] == UBE_ATTACKERS) { |
347
|
|
|
foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
348
|
|
|
// TODO: Работа по группам - группа "Уничтожители лун" |
349
|
|
|
$reapers += ($unit_id == SHIP_HUGE_DEATH_STAR) ? $unit_count : 0; |
350
|
|
|
} |
351
|
|
|
} |
352
|
|
|
} |
353
|
|
|
|
354
|
|
|
$moon_size = $combat_data[UBE_OUTCOME][UBE_PLANET][PLANET_SIZE]; |
355
|
|
|
if ($reapers) { |
356
|
|
|
$random = mt_rand(1, 100); |
357
|
|
|
$combat_data[UBE_OUTCOME][UBE_MOON_DESTROY_CHANCE] = max(1, min(99, round((100 - sqrt($moon_size)) * sqrt($reapers)))); |
358
|
|
|
$combat_data[UBE_OUTCOME][UBE_MOON_REAPERS_DIE_CHANCE] = round(sqrt($moon_size) / 2 + sqrt($reapers)); |
359
|
|
|
$combat_data[UBE_OUTCOME][UBE_MOON] = $random <= $combat_data[UBE_OUTCOME][UBE_MOON_DESTROY_CHANCE] ? UBE_MOON_DESTROY_SUCCESS : UBE_MOON_DESTROY_FAILED; |
360
|
|
|
$random = mt_rand(1, 100); |
361
|
|
|
$combat_data[UBE_OUTCOME][UBE_MOON_REAPERS] = $random <= $combat_data[UBE_OUTCOME][UBE_MOON_REAPERS_DIE_CHANCE] ? UBE_MOON_REAPERS_DIED : UBE_MOON_REAPERS_RETURNED; |
362
|
|
|
} else { |
363
|
|
|
$combat_data[UBE_OUTCOME][UBE_MOON_REAPERS] = UBE_MOON_REAPERS_NONE; |
364
|
|
|
} |
365
|
|
|
} |
366
|
|
|
|
367
|
|
|
// ------------------------------------------------------------------------------------------------ |
368
|
|
|
protected function sn_ube_combat_analyze_loot(&$combat_data) { |
369
|
|
|
$exchange = &$combat_data[UBE_OPTIONS][UBE_EXCHANGE]; |
370
|
|
|
$planet_resource_list = &$combat_data[UBE_FLEETS][0][UBE_RESOURCES]; |
371
|
|
|
$outcome = &$combat_data[UBE_OUTCOME]; |
372
|
|
|
|
373
|
|
|
$planet_looted_in_metal = 0; |
374
|
|
|
$planet_resource_looted = array(); |
375
|
|
|
$planet_resource_total = is_array($planet_resource_list) ? array_sum($planet_resource_list) : 0; |
376
|
|
|
if ($planet_resource_total && ($total_capacity = array_sum($outcome[UBE_ATTACKERS][UBE_CAPACITY]))) { |
377
|
|
|
// Можно вывести только половину ресурсов, но не больше, чем общая вместимость флотов атакующих |
378
|
|
|
$planet_lootable = min($planet_resource_total / 2, $total_capacity); |
379
|
|
|
// Вычисляем процент вывоза. Каждого ресурса будет вывезено в одинаковых пропорциях |
380
|
|
|
$planet_lootable_percent = $planet_lootable / $planet_resource_total; |
381
|
|
|
|
382
|
|
|
// Вычисляем какой процент общей емкости трюмов атакующих будет задействован |
383
|
|
|
$total_lootable = min($planet_lootable, $total_capacity); |
|
|
|
|
384
|
|
|
|
385
|
|
|
// Вычисляем сколько ресурсов вывезено |
386
|
|
|
foreach ($outcome[UBE_ATTACKERS][UBE_CAPACITY] as $fleet_id => $fleet_capacity) { |
387
|
|
|
$looted_in_metal = 0; |
388
|
|
|
$fleet_loot_data = array(); |
389
|
|
|
foreach ($planet_resource_list as $resource_id => $resource_amount) { |
390
|
|
|
// TODO Восстанавливаем ошибку округления - придумать нормальный алгоритм - вроде round() должно быть достаточно. Проверить |
391
|
|
|
$fleet_lootable_percent = $fleet_capacity / $total_capacity; |
392
|
|
|
$looted = round($resource_amount * $planet_lootable_percent * $fleet_lootable_percent); |
393
|
|
|
$fleet_loot_data[$resource_id] = -$looted; |
394
|
|
|
$planet_resource_looted[$resource_id] += $looted; |
395
|
|
|
$looted_in_metal -= $looted * $exchange[$resource_id]; |
396
|
|
|
} |
397
|
|
|
$outcome[UBE_FLEETS][$fleet_id][UBE_RESOURCES_LOOTED] = $fleet_loot_data; |
398
|
|
|
$outcome[UBE_FLEETS][$fleet_id][UBE_RESOURCES_LOST_IN_METAL][RES_METAL] += $looted_in_metal; |
399
|
|
|
$planet_looted_in_metal += $looted_in_metal; |
400
|
|
|
} |
401
|
|
|
} |
402
|
|
|
|
403
|
|
|
$outcome[UBE_FLEETS][0][UBE_RESOURCES_LOST_IN_METAL][RES_METAL] -= $planet_looted_in_metal; |
404
|
|
|
$outcome[UBE_FLEETS][0][UBE_RESOURCES_LOOTED] = $planet_resource_looted; |
405
|
|
|
} |
406
|
|
|
|
407
|
|
|
|
408
|
|
|
// ------------------------------------------------------------------------------------------------ |
409
|
|
|
// Анализирует результаты раунда и генерирует данные для следующего раунда |
410
|
|
|
protected function sn_ube_combat_round_analyze(&$combat_data, $round) { |
411
|
|
|
$round_data = &$combat_data[UBE_ROUNDS][$round]; |
412
|
|
|
$round_data[UBE_OUTCOME] = UBE_COMBAT_RESULT_DRAW; |
413
|
|
|
|
414
|
|
|
$outcome = array(); |
415
|
|
|
$next_round_fleet = array(); |
416
|
|
|
foreach ($round_data[UBE_FLEETS] as $fleet_id => &$fleet_data) { |
417
|
|
|
if (array_sum($fleet_data[UBE_COUNT]) <= 0) { |
418
|
|
|
continue; |
419
|
|
|
} |
420
|
|
|
|
421
|
|
|
foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
422
|
|
|
if ($unit_count <= 0) { |
423
|
|
|
continue; |
424
|
|
|
} |
425
|
|
|
$next_round_fleet[$fleet_id][UBE_COUNT][$unit_id] = $unit_count; |
426
|
|
|
$next_round_fleet[$fleet_id][UBE_ARMOR][$unit_id] = $fleet_data[UBE_ARMOR][$unit_id]; |
427
|
|
|
$next_round_fleet[$fleet_id][UBE_ARMOR_REST][$unit_id] = $fleet_data[UBE_ARMOR_REST][$unit_id]; |
428
|
|
|
$outcome[$fleet_data[UBE_FLEET_INFO][UBE_FLEET_TYPE]] = 1; |
429
|
|
|
} |
430
|
|
|
} |
431
|
|
|
|
432
|
|
|
// Проверяем - если кого-то не осталось или не осталось обоих - заканчиваем цикл |
433
|
|
|
if (count($outcome) == 0 || $round == 10) { |
434
|
|
|
$round_data[UBE_OUTCOME] = UBE_COMBAT_RESULT_DRAW_END; |
435
|
|
|
} elseif (count($outcome) == 1) { |
436
|
|
|
$round_data[UBE_OUTCOME] = isset($outcome[UBE_ATTACKERS]) ? UBE_COMBAT_RESULT_WIN : UBE_COMBAT_RESULT_LOSS; |
437
|
|
|
} elseif (count($outcome) == 2) { |
438
|
|
|
if ($round < 10) { |
439
|
|
|
$combat_data[UBE_ROUNDS][$round + 1][UBE_FLEETS] = $next_round_fleet; |
440
|
|
|
} |
441
|
|
|
} |
442
|
|
|
|
443
|
|
|
return ($round_data[UBE_OUTCOME]); |
444
|
|
|
} |
445
|
|
|
|
446
|
|
|
|
447
|
|
|
// ------------------------------------------------------------------------------------------------ |
448
|
|
|
// Рассчитывает результат столкновения флотов ака раунд |
449
|
|
|
protected function sn_ube_combat_round_crossfire_fleet(&$combat_data, $round) { |
450
|
|
|
if (BE_DEBUG === true) { |
|
|
|
|
451
|
|
|
// sn_ube_combat_helper_round_header($round); |
|
|
|
|
452
|
|
|
} |
453
|
|
|
|
454
|
|
|
$round_data = &$combat_data[UBE_ROUNDS][$round]; |
455
|
|
|
// Проводим бой. Сталкиваем каждый корабль атакующего с каждым кораблем атакуемого |
456
|
|
|
foreach ($round_data[UBE_ATTACKERS][UBE_ATTACK] as $attack_fleet_id => $temp) { |
457
|
|
|
$attack_fleet_data = &$round_data[UBE_FLEETS][$attack_fleet_id]; |
458
|
|
|
foreach ($round_data[UBE_DEFENDERS][UBE_ATTACK] as $defend_fleet_id => $temp2) { |
459
|
|
|
$defend_fleet_data = &$round_data[UBE_FLEETS][$defend_fleet_id]; |
460
|
|
|
|
461
|
|
|
foreach ($attack_fleet_data[UBE_COUNT] as $attack_unit_id => $attack_unit_count) { |
462
|
|
|
// if($attack_unit_count <= 0) continue; // TODO: Это пока нельзя включать - вот если будут "боевые порядки юнитов..." |
|
|
|
|
463
|
|
|
foreach ($defend_fleet_data[UBE_COUNT] as $defend_unit_id => $defend_unit_count) { |
464
|
|
|
$this->sn_ube_combat_round_crossfire_unit2($attack_fleet_data, $defend_fleet_data, $attack_unit_id, $defend_unit_id, $combat_data[UBE_OPTIONS]); |
465
|
|
|
$this->sn_ube_combat_round_crossfire_unit2($defend_fleet_data, $attack_fleet_data, $defend_unit_id, $attack_unit_id, $combat_data[UBE_OPTIONS]); |
466
|
|
|
} |
467
|
|
|
} |
468
|
|
|
} |
469
|
|
|
} |
470
|
|
|
|
471
|
|
|
if (BE_DEBUG === true) { |
|
|
|
|
472
|
|
|
// sn_ube_combat_helper_round_footer(); |
473
|
|
|
} |
474
|
|
|
} |
475
|
|
|
|
476
|
|
|
|
477
|
|
|
// ------------------------------------------------------------------------------------------------ |
478
|
|
|
// Рассчитывает результат столкновения двух юнитов ака ход |
479
|
|
|
protected function sn_ube_combat_round_crossfire_unit2(&$attack_fleet_data, &$defend_fleet_data, $attack_unit_id, $defend_unit_id, &$combat_options) { |
480
|
|
|
if ($defend_fleet_data[UBE_COUNT][$defend_unit_id] <= 0) { |
481
|
|
|
return; |
482
|
|
|
} |
483
|
|
|
|
484
|
|
|
// Вычисляем прямой дамадж от атакующего юнита с учетом размера атакуемого |
485
|
|
|
$direct_damage = floor($attack_fleet_data[UBE_ATTACK][$attack_unit_id] * $defend_fleet_data[UBE_DAMAGE_PERCENT][$defend_unit_id]); |
486
|
|
|
|
487
|
|
|
// Применяем амплифай, если есть |
488
|
|
|
$amplify = $attack_fleet_data[UBE_FLEET_INFO][UBE_AMPLIFY][$attack_unit_id][$defend_unit_id]; |
489
|
|
|
$amplify = $amplify ? $amplify : 1; |
490
|
|
|
$amplified_damage = floor($direct_damage * $amplify); |
491
|
|
|
|
492
|
|
|
// Проверяем - не взорвался ли текущий юнит |
493
|
|
|
$this->sn_ube_combat_round_crossfire_unit_damage_current($defend_fleet_data, $defend_unit_id, $amplified_damage, $units_lost, $units_boomed, $combat_options); |
494
|
|
|
|
495
|
|
|
$defend_unit_base_defence = $defend_fleet_data[UBE_SHIELD_BASE][$defend_unit_id] + $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id]; |
496
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497
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// todo Добавить взрывы от полуповрежденных юнитов - т.е. заранее вычислить из убитых юнитов еще количество убитых умножить на вероятность от структуры |
498
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499
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// Вычисляем, сколько юнитов взорвалось полностью |
500
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$units_lost_full = floor($amplified_damage / $defend_unit_base_defence); |
501
|
|
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// Уменьшаем дамадж на ту же сумму |
502
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$amplified_damage -= $units_lost_full * $defend_unit_base_defence; |
503
|
|
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// Вычисляем, сколько юнитов осталось |
504
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$defend_fleet_data[UBE_COUNT][$defend_unit_id] = max(0, $defend_fleet_data[UBE_COUNT][$defend_unit_id] - $units_lost_full); |
505
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// Уменьшаем броню подразделения на броню потерянных юнитов |
506
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$defend_fleet_data[UBE_ARMOR][$defend_unit_id] -= $units_lost_full * $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id]; |
507
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$defend_fleet_data[UBE_SHIELD][$defend_unit_id] -= $units_lost_full * $defend_fleet_data[UBE_SHIELD_BASE][$defend_unit_id]; |
508
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509
|
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// Проверяем - не взорвался ли текущий юнит |
510
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$this->sn_ube_combat_round_crossfire_unit_damage_current($defend_fleet_data, $defend_unit_id, $amplified_damage, $units_lost, $units_boomed, $combat_options); |
511
|
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} |
512
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513
|
|
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protected function sn_ube_combat_round_crossfire_unit_damage_current(&$defend_fleet_data, $defend_unit_id, &$amplified_damage, &$units_lost, &$units_boomed, &$combat_options) { |
514
|
|
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$unit_is_lost = false; |
515
|
|
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|
516
|
|
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$units_boomed = $units_boomed ? $units_boomed : 0; |
517
|
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$units_lost = $units_lost ? $units_lost : 0; |
518
|
|
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|
519
|
|
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$boom_limit = 75; // Взрываемся на 75% прочности |
520
|
|
|
if ($defend_fleet_data[UBE_COUNT][$defend_unit_id] > 0 && $amplified_damage) { |
521
|
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// $defend_fleet_info = &$defend_fleet_data[UBE_FLEET_INFO]; |
|
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522
|
|
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523
|
|
|
$damage_to_shield = min($amplified_damage, $defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id]); |
524
|
|
|
$amplified_damage -= $damage_to_shield; |
525
|
|
|
$defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id] -= $damage_to_shield; |
526
|
|
|
|
527
|
|
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$damage_to_armor = min($amplified_damage, $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id]); |
528
|
|
|
$amplified_damage -= $damage_to_armor; |
529
|
|
|
$defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] -= $damage_to_armor; |
530
|
|
|
|
531
|
|
|
// Если брони не осталось - юнит потерян |
532
|
|
|
if ($defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] <= 0) { |
533
|
|
|
$unit_is_lost = true; |
534
|
|
|
} // Если броня осталось, но не осталось щитов - прошел дамадж по броне и надо проверить - не взорвался ли корабль |
535
|
|
|
elseif ($defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id] <= 0) { |
536
|
|
|
$last_unit_hp = $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id]; |
537
|
|
|
$last_unit_percent = $last_unit_hp / $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id] * 100; |
538
|
|
|
|
539
|
|
|
$random = $combat_options[UBE_SIMULATOR] ? $boom_limit / 2 : mt_rand(0, 100); |
540
|
|
|
if ($last_unit_percent <= $boom_limit && $last_unit_percent <= $random) { |
541
|
|
|
$unit_is_lost = true; |
542
|
|
|
$units_boomed++; |
543
|
|
|
$damage_to_armor += $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id]; |
544
|
|
|
$defend_fleet_data[UBE_UNITS_BOOM][$defend_unit_id]++; |
545
|
|
|
$defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] = 0; |
546
|
|
|
} |
547
|
|
|
} |
548
|
|
|
|
549
|
|
|
$defend_fleet_data[UBE_ARMOR][$defend_unit_id] -= $damage_to_armor; |
550
|
|
|
$defend_fleet_data[UBE_SHIELD][$defend_unit_id] -= $damage_to_shield; |
551
|
|
|
|
552
|
|
|
if ($unit_is_lost) { |
553
|
|
|
$units_lost++; |
554
|
|
|
$defend_fleet_data[UBE_COUNT][$defend_unit_id]--; |
555
|
|
|
if ($defend_fleet_data[UBE_COUNT][$defend_unit_id]) { |
556
|
|
|
$defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] = $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id]; |
557
|
|
|
$defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id] = $defend_fleet_data[UBE_SHIELD_BASE][$defend_unit_id]; |
558
|
|
|
} |
559
|
|
|
} |
560
|
|
|
} |
561
|
|
|
|
562
|
|
|
return $unit_is_lost; |
563
|
|
|
} |
564
|
|
|
|
565
|
|
|
} |
566
|
|
|
|
Instead of relying on
global
state, we recommend one of these alternatives:1. Pass all data via parameters
2. Create a class that maintains your state