supernova-ws /
SuperNova
| 1 | <?php |
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| 2 | /** |
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| 3 | * Created by Gorlum 13.02.2018 7:53 |
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| 4 | */ |
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| 5 | |||
| 6 | namespace Ube\Ube4_1; |
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| 7 | |||
| 8 | use Universe\Universe; |
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| 9 | |||
| 10 | class Ube4_1Calc { |
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| 11 | const BONUS_LIST = [ |
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| 12 | UBE_ATTACK => UBE_ATTACK, |
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| 13 | UBE_ARMOR => UBE_ARMOR, |
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| 14 | UBE_SHIELD => UBE_SHIELD, |
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| 15 | ]; |
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| 16 | |||
| 17 | const HP_DESTRUCTION_LIMIT_PERCENT = 75; // How much ship structure should be damaged for instant destruction chance, % |
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| 18 | const DEFENSE_GIVEBACK_PERCENT = 75; // How much defence unit could be restored after destruction |
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| 19 | const DEFENSE_GIVEBACK_MIN_PERCENT = 80; // Minimum percent of defence to give back |
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| 20 | const DEFENSE_GIVEBACK_MAX_PERCENT = 120; // Maximum percent of defence to give back |
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| 21 | const DEBRIS_FROM_SHIPS_MIN_PERCENT = 20; // Minimum amount of debris from destroyed ships |
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| 22 | const DEBRIS_FROM_SHIPS_MAX_PERCENT = 40; // Maximum amount of debris from destroyed ships |
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| 23 | const DEBRIS_FROM_CARGO_MIN_PERCENT = 30; // Minimum amount of debris dropped from cargo bays of destroyed ships |
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| 24 | const DEBRIS_FROM_CARGO_MAX_PERCENT = 70; // Maximum amount of debris dropped from cargo bays of destroyed ships |
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| 25 | |||
| 26 | |||
| 27 | public function __construct() { |
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| 28 | } |
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| 29 | |||
| 30 | public function sn_ube_combat(&$combat_data) { |
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| 31 | // TODO: Сделать атаку по типам, когда они будут |
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| 32 | |||
| 33 | $combat_data[UBE_TIME_SPENT] = microtime(true); |
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| 34 | $this->sn_ube_combat_round_prepare($combat_data, 0); |
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| 35 | |||
| 36 | for ($round = 1; $round <= 10; $round++) { |
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| 37 | // Готовим данные для раунда |
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| 38 | $this->sn_ube_combat_round_prepare($combat_data, $round); |
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| 39 | |||
| 40 | // Проводим раунд |
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| 41 | $this->sn_ube_combat_round_crossfire_fleet($combat_data, $round); |
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| 42 | |||
| 43 | // Анализируем итоги текущего раунда и готовим данные для следующего |
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| 44 | if ($this->sn_ube_combat_round_analyze($combat_data, $round) != UBE_COMBAT_RESULT_DRAW) { |
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| 45 | break; |
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| 46 | } |
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| 47 | } |
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| 48 | $combat_data[UBE_TIME_SPENT] = microtime(true) - $combat_data[UBE_TIME_SPENT]; |
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| 49 | |||
| 50 | // Делать это всегда - нам нужны результаты боя: луна->обломки->количество осташихся юнитов |
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| 51 | $this->sn_ube_combat_analyze($combat_data); |
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| 52 | } |
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| 53 | |||
| 54 | // ------------------------------------------------------------------------------------------------ |
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| 55 | // Вычисление дополнительной информации для расчета раунда |
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| 56 | protected function sn_ube_combat_round_prepare(&$combat_data, $round) { |
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| 57 | $isSimulatorStatic = $combat_data[UBE_OPTIONS][UBE_SIMULATOR_STATIC]; |
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| 58 | |||
| 59 | $round_data = &$combat_data[UBE_ROUNDS][$round]; |
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| 60 | foreach ($round_data[UBE_FLEETS] as $fleet_id => &$fleet_data) { |
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| 61 | // Кэшируем переменные для легкого доступа к подмассивам |
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| 62 | $fleet_info = &$combat_data[UBE_FLEETS][$fleet_id]; |
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| 63 | $fleet_data[UBE_FLEET_INFO] = &$fleet_info; |
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| 64 | $fleet_type = $fleet_info[UBE_FLEET_TYPE]; |
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| 65 | |||
| 66 | foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
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| 67 | if ($unit_count <= 0) { |
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| 68 | continue; |
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| 69 | } |
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| 70 | |||
| 71 | // TODO: Добавить процент регенерации щитов |
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| 72 | |||
| 73 | // Для не-симулятора - рандомизируем каждый раунд значения атаки и щитов |
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| 74 | $fleet_data[UBE_ATTACK_BASE][$unit_id] = floor($fleet_info[UBE_ATTACK][$unit_id] * ($isSimulatorStatic ? 1 : mt_rand(80, 120) / 100)); |
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| 75 | $fleet_data[UBE_SHIELD_BASE][$unit_id] = floor($fleet_info[UBE_SHIELD][$unit_id] * ($isSimulatorStatic ? 1 : mt_rand(80, 120) / 100)); |
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| 76 | $fleet_data[UBE_ARMOR_BASE][$unit_id] = floor($fleet_info[UBE_ARMOR][$unit_id]);// * ($is_simulator ? 1 : mt_rand(80, 120) / 100)); |
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| 77 | |||
| 78 | $fleet_data[UBE_ATTACK][$unit_id] = $fleet_data[UBE_ATTACK_BASE][$unit_id] * $unit_count; |
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| 79 | $fleet_data[UBE_SHIELD][$unit_id] = $fleet_data[UBE_SHIELD_BASE][$unit_id] * $unit_count; |
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| 80 | $fleet_data[UBE_SHIELD_REST][$unit_id] = $fleet_data[UBE_SHIELD_BASE][$unit_id]; |
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| 81 | } |
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| 82 | |||
| 83 | // Суммируем данные по флоту |
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| 84 | foreach (static::BONUS_LIST as $bonus_id) { |
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| 85 | $round_data[$fleet_type][$bonus_id][$fleet_id] += is_array($fleet_data[$bonus_id]) ? array_sum($fleet_data[$bonus_id]) : 0; |
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| 86 | } |
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| 87 | } |
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| 88 | |||
| 89 | // Суммируем данные по атакующим и защитникам |
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| 90 | foreach (static::BONUS_LIST as $bonus_id) { |
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| 91 | $round_data[UBE_TOTAL][UBE_DEFENDERS][$bonus_id] = array_sum($round_data[UBE_DEFENDERS][$bonus_id]); |
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| 92 | $round_data[UBE_TOTAL][UBE_ATTACKERS][$bonus_id] = array_sum($round_data[UBE_ATTACKERS][$bonus_id]); |
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| 93 | } |
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| 94 | |||
| 95 | // Высчитываем долю атаки, приходящейся на юнит равную отношению брони юнита к общей броне - крупные цели атакуют чаще |
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| 96 | foreach ($round_data[UBE_FLEETS] as &$fleet_data) { |
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| 97 | $fleet_type = $fleet_data[UBE_FLEET_INFO][UBE_FLEET_TYPE]; |
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| 98 | foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
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| 99 | $fleet_data[UBE_DAMAGE_PERCENT][$unit_id] = $fleet_data[UBE_ARMOR][$unit_id] / $round_data[UBE_TOTAL][$fleet_type][UBE_ARMOR]; |
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| 100 | } |
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| 101 | } |
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| 102 | } |
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| 103 | |||
| 104 | // ------------------------------------------------------------------------------------------------ |
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| 105 | // Разбирает данные боя для генерации отчета |
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| 106 | protected function sn_ube_combat_analyze(&$combat_data) { |
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| 107 | global $config; |
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| 108 | |||
| 109 | $isSimulatorStatic = $combat_data[UBE_OPTIONS][UBE_SIMULATOR_STATIC]; |
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| 110 | $combat_data[UBE_OPTIONS][UBE_EXCHANGE] = array(RES_METAL => $config->rpg_exchange_metal); |
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| 111 | |||
| 112 | $exchange = &$combat_data[UBE_OPTIONS][UBE_EXCHANGE]; |
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| 113 | 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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| 114 | $exchange[$resource_id] = $config->$resource_name * $exchange[RES_METAL]; |
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| 115 | } |
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| 116 | |||
| 117 | // Переменные для быстрого доступа к подмассивам |
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| 118 | $outcome = &$combat_data[UBE_OUTCOME]; |
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| 119 | $fleets_info = &$combat_data[UBE_FLEETS]; |
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| 120 | $last_round_data = &$combat_data[UBE_ROUNDS][count($combat_data[UBE_ROUNDS]) - 1]; |
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| 121 | |||
| 122 | $outcome[UBE_DEBRIS] = array(); |
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| 123 | |||
| 124 | // Генерируем результат боя |
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| 125 | foreach ($fleets_info as $fleet_id => &$fleet_info) { |
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| 126 | $fleet_type = $fleet_info[UBE_FLEET_TYPE]; |
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| 127 | // Инициализируем массив результатов для флота |
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| 128 | $outcome[UBE_FLEETS][$fleet_id] = array(UBE_UNITS_LOST => array()); |
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| 129 | $outcome[$fleet_type][UBE_FLEETS][$fleet_id] = &$outcome[UBE_FLEETS][$fleet_id]; |
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| 130 | |||
| 131 | // Переменные для быстрого доступа к подмассивам |
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| 132 | $fleet_outcome = &$outcome[UBE_FLEETS][$fleet_id]; |
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| 133 | $fleet_data = &$last_round_data[UBE_FLEETS][$fleet_id]; |
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| 134 | |||
| 135 | foreach ($fleet_info[UBE_COUNT] as $unit_id => $unit_count) { |
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| 136 | // Вычисляем сколько юнитов осталось и сколько потеряно |
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| 137 | $units_left = $fleet_data[UBE_COUNT][$unit_id]; |
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| 138 | |||
| 139 | // Восстановление обороны - 75% от уничтоженной |
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| 140 | if ($fleet_info[UBE_TYPE][$unit_id] == UNIT_DEFENCE) { |
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| 141 | $units_giveback = $this->defenceGiveBack($unit_count, $units_left, $isSimulatorStatic); |
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| 142 | |||
| 143 | $units_left += $units_giveback; |
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| 144 | $fleet_outcome[UBE_DEFENCE_RESTORE][$unit_id] = $units_giveback; |
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| 145 | } |
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| 146 | |||
| 147 | // TODO: Сбор металла/кристалла от обороны |
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| 148 | |||
| 149 | $units_lost = $unit_count - $units_left; |
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| 150 | |||
| 151 | // Вычисляем емкость трюмов оставшихся кораблей |
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| 152 | $outcome[$fleet_type][UBE_CAPACITY][$fleet_id] += $fleet_info[UBE_CAPACITY][$unit_id] * $units_left; |
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| 153 | |||
| 154 | // Вычисляем потери в ресурсах |
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| 155 | if ($units_lost) { |
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| 156 | $fleet_outcome[UBE_UNITS_LOST][$unit_id] = $units_lost; |
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| 157 | |||
| 158 | foreach ($fleet_info[UBE_PRICE] as $resource_id => $unit_prices) { |
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| 159 | if (!$unit_prices[$unit_id]) { |
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| 160 | continue; |
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| 161 | } |
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| 162 | |||
| 163 | // ...чистыми |
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| 164 | $resources_lost = $units_lost * $unit_prices[$unit_id]; |
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| 165 | $fleet_outcome[UBE_RESOURCES_LOST][$resource_id] += $resources_lost; |
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| 166 | |||
| 167 | // Если это корабль - прибавляем потери к обломкам на орбите |
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| 168 | if ($fleet_info[UBE_TYPE][$unit_id] == UNIT_SHIPS) { |
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| 169 | $debrisFraction = ( |
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| 170 | $isSimulatorStatic |
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| 171 | ? ( |
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| 172 | static::DEBRIS_FROM_SHIPS_MIN_PERCENT + |
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| 173 | static::DEBRIS_FROM_SHIPS_MAX_PERCENT) / 2 |
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| 174 | : mt_rand( |
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| 175 | static::DEBRIS_FROM_SHIPS_MIN_PERCENT, |
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| 176 | static::DEBRIS_FROM_SHIPS_MAX_PERCENT) |
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| 177 | ) / 100; |
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| 178 | $outcome[UBE_DEBRIS][$resource_id] += floor($resources_lost * $debrisFraction); |
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| 179 | } |
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| 180 | |||
| 181 | // ...в металле |
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| 182 | $resources_lost_in_metal = $resources_lost * $exchange[$resource_id]; |
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| 183 | $fleet_outcome[UBE_RESOURCES_LOST_IN_METAL][RES_METAL] += $resources_lost_in_metal; |
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| 184 | } |
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| 185 | } |
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| 186 | } |
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| 187 | |||
| 188 | // На планете ($fleet_id = 0) ресурсы в космос не выбрасываются |
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| 189 | if ($fleet_id == 0) { |
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| 190 | continue; |
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| 191 | } |
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| 192 | |||
| 193 | // Количество ресурсов флота |
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| 194 | $fleet_total_resources = empty($fleet_info[UBE_RESOURCES]) ? 0 : array_sum($fleet_info[UBE_RESOURCES]); |
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| 195 | // Если на борту нет ресурсов - зачем нам все это? |
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| 196 | if ($fleet_total_resources == 0) { |
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| 197 | continue; |
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| 198 | } |
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| 199 | |||
| 200 | // Емкость трюмов флота |
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| 201 | $fleet_capacity = $outcome[$fleet_type][UBE_CAPACITY][$fleet_id]; |
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| 202 | // Если емкость трюмов меньше количество ресурсов - часть ресов выбрасываем нахуй |
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| 203 | if ($fleet_capacity < $fleet_total_resources) { |
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| 204 | $left_percent = $fleet_capacity / $fleet_total_resources; // Сколько ресурсов будет оставлено |
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| 205 | foreach ($fleet_info[UBE_RESOURCES] as $resource_id => $resource_amount) { |
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| 206 | // Не просчитываем ресурсы, которых нет на борту кораблей флота |
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| 207 | if (!$resource_amount) { |
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| 208 | continue; |
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| 209 | } |
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| 210 | |||
| 211 | // TODO Восстанавливаем ошибку округления - придумать нормальный алгоритм - вроде round() должно быть достаточно. Проверить |
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| 212 | $fleet_outcome[UBE_RESOURCES][$resource_id] = round($left_percent * $resource_amount); |
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| 213 | $resource_dropped = $resource_amount - $fleet_outcome[UBE_RESOURCES][$resource_id]; |
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| 214 | $fleet_outcome[UBE_CARGO_DROPPED][$resource_id] = $resource_dropped; |
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| 215 | |||
| 216 | $cargoDroppedFraction = ( |
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| 217 | $isSimulatorStatic |
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| 218 | ? (static::DEBRIS_FROM_CARGO_MIN_PERCENT + |
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| 219 | static::DEBRIS_FROM_CARGO_MAX_PERCENT) / 2 |
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| 220 | : mt_rand( |
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| 221 | static::DEBRIS_FROM_CARGO_MIN_PERCENT, |
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| 222 | static::DEBRIS_FROM_CARGO_MAX_PERCENT) |
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| 223 | ) / 100; |
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| 224 | $outcome[UBE_DEBRIS][$resource_id] += round($resource_dropped * $cargoDroppedFraction); // TODO: Configurize |
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| 225 | $fleet_outcome[UBE_RESOURCES_LOST_IN_METAL][RES_METAL] += $resource_dropped * $exchange[$resource_id]; |
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| 226 | } |
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| 227 | $fleet_total_resources = array_sum($fleet_outcome[UBE_RESOURCES]); |
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| 228 | } |
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| 229 | |||
| 230 | $outcome[$fleet_type][UBE_CAPACITY][$fleet_id] = $fleet_capacity - $fleet_total_resources; |
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| 231 | } |
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| 232 | |||
| 233 | $outcome[UBE_COMBAT_RESULT] = !isset($last_round_data[UBE_OUTCOME]) || $last_round_data[UBE_OUTCOME] == UBE_COMBAT_RESULT_DRAW_END ? UBE_COMBAT_RESULT_DRAW : $last_round_data[UBE_OUTCOME]; |
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| 234 | // SFR - Small Fleet Reconnaissance ака РМФ |
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| 235 | $outcome[UBE_SFR] = count($combat_data[UBE_ROUNDS]) == 2 && $outcome[UBE_COMBAT_RESULT] == UBE_COMBAT_RESULT_LOSS; |
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| 236 | |||
| 237 | if (!$combat_data[UBE_OPTIONS][UBE_LOADED]) { |
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| 238 | if ($combat_data[UBE_OPTIONS][UBE_MOON_WAS]) { |
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| 239 | $outcome[UBE_MOON] = UBE_MOON_WAS; |
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| 240 | } else { |
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| 241 | $this->sn_ube_combat_analyze_moon($outcome, $isSimulatorStatic); |
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| 242 | } |
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| 243 | |||
| 244 | // Лутаем ресурсы - если аттакер выиграл |
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| 245 | if ($outcome[UBE_COMBAT_RESULT] == UBE_COMBAT_RESULT_WIN) { |
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| 246 | $this->sn_ube_combat_analyze_loot($combat_data); |
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| 247 | if ($combat_data[UBE_OPTIONS][UBE_MOON_WAS] && $combat_data[UBE_OPTIONS][UBE_MISSION_TYPE] == MT_DESTROY) { |
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| 248 | $this->sn_ube_combat_analyze_moon_destroy($combat_data); |
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| 249 | } |
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| 250 | } |
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| 251 | } |
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| 252 | |||
| 253 | } |
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| 254 | |||
| 255 | // ------------------------------------------------------------------------------------------------ |
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| 256 | protected function sn_ube_combat_analyze_moon(&$outcome, $is_simulator) { |
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| 257 | $outcome[UBE_DEBRIS_TOTAL] = 0; |
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| 258 | foreach ([RES_METAL, RES_CRYSTAL] as $resource_id) { |
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| 259 | $outcome[UBE_DEBRIS_TOTAL] += $outcome[UBE_DEBRIS][$resource_id]; |
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| 260 | } |
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| 261 | |||
| 262 | $outcome[UBE_DEBRIS_ORIGINAL] = $outcome[UBE_DEBRIS]; |
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| 263 | |||
| 264 | if ($outcome[UBE_DEBRIS_TOTAL]) { |
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| 265 | if ($outcome[UBE_MOON_CHANCE] = Universe::moonCalcChanceFromDebris($outcome[UBE_DEBRIS_TOTAL])) { |
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| 266 | $outcome[UBE_MOON_SIZE] = $is_simulator |
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| 267 | // On simulator moon always will be average size |
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| 268 | ? round(max(1, $outcome[UBE_MOON_CHANCE] / 2) * 150 + 2000) |
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| 269 | : Universe::moonRollSize($outcome[UBE_DEBRIS_TOTAL]); |
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| 270 | if ($outcome[UBE_MOON_SIZE]) { |
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| 271 | // Got moon |
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| 272 | $outcome[UBE_MOON] = UBE_MOON_CREATE_SUCCESS; |
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| 273 | |||
| 274 | if ($outcome[UBE_DEBRIS_TOTAL] <= Universe::moonMaxDebris()) { |
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| 275 | $outcome[UBE_DEBRIS_TOTAL] = 0; |
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| 276 | $outcome[UBE_DEBRIS] = []; |
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| 277 | } else { |
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| 278 | $moon_debris_spent = Universe::moonMaxDebris(); |
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| 279 | $moon_debris_left_percent = ($outcome[UBE_DEBRIS_TOTAL] - $moon_debris_spent) / $outcome[UBE_DEBRIS_TOTAL]; |
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| 280 | |||
| 281 | $outcome[UBE_DEBRIS_TOTAL] = 0; |
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| 282 | foreach ([RES_METAL, RES_CRYSTAL] as $resource_id) { |
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| 283 | $outcome[UBE_DEBRIS][$resource_id] = floor($outcome[UBE_DEBRIS][$resource_id] * $moon_debris_left_percent); |
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| 284 | $outcome[UBE_DEBRIS_TOTAL] += $outcome[UBE_DEBRIS][$resource_id]; |
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| 285 | } |
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| 286 | } |
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| 287 | } else { |
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| 288 | $outcome[UBE_MOON] = UBE_MOON_CREATE_FAILED; |
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| 289 | } |
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| 290 | } |
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| 291 | } else { |
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| 292 | $outcome[UBE_MOON] = UBE_MOON_NONE; |
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| 293 | } |
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| 294 | } |
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| 295 | |||
| 296 | // ------------------------------------------------------------------------------------------------ |
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| 297 | protected function sn_ube_combat_analyze_moon_destroy(&$combat_data) { |
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| 298 | // TODO: $is_simulator |
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| 299 | $reapers = 0; |
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| 300 | foreach ($combat_data[UBE_ROUNDS][count($combat_data[UBE_ROUNDS]) - 1][UBE_FLEETS] as $fleet_data) { |
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| 301 | if ($fleet_data[UBE_FLEET_INFO][UBE_FLEET_TYPE] == UBE_ATTACKERS) { |
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| 302 | foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
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| 303 | // TODO: Работа по группам - группа "Уничтожители лун" |
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| 304 | $reapers += ($unit_id == SHIP_HUGE_DEATH_STAR) ? $unit_count : 0; |
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| 305 | } |
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| 306 | } |
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| 307 | } |
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| 308 | |||
| 309 | $moon_size = $combat_data[UBE_OUTCOME][UBE_PLANET][PLANET_SIZE]; |
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| 310 | if ($reapers) { |
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| 311 | $random = mt_rand(1, 100); |
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| 312 | $combat_data[UBE_OUTCOME][UBE_MOON_DESTROY_CHANCE] = max(1, min(99, round((100 - sqrt($moon_size)) * sqrt($reapers)))); |
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| 313 | $combat_data[UBE_OUTCOME][UBE_MOON_REAPERS_DIE_CHANCE] = round(sqrt($moon_size) / 2 + sqrt($reapers)); |
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| 314 | $combat_data[UBE_OUTCOME][UBE_MOON] = $random <= $combat_data[UBE_OUTCOME][UBE_MOON_DESTROY_CHANCE] ? UBE_MOON_DESTROY_SUCCESS : UBE_MOON_DESTROY_FAILED; |
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| 315 | $random = mt_rand(1, 100); |
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| 316 | $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; |
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| 317 | } else { |
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| 318 | $combat_data[UBE_OUTCOME][UBE_MOON_REAPERS] = UBE_MOON_REAPERS_NONE; |
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| 319 | } |
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| 320 | } |
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| 321 | |||
| 322 | // ------------------------------------------------------------------------------------------------ |
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| 323 | protected function sn_ube_combat_analyze_loot(&$combat_data) { |
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| 324 | $exchange = &$combat_data[UBE_OPTIONS][UBE_EXCHANGE]; |
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| 325 | $planet_resource_list = &$combat_data[UBE_FLEETS][0][UBE_RESOURCES]; |
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| 326 | $outcome = &$combat_data[UBE_OUTCOME]; |
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| 327 | |||
| 328 | $planet_looted_in_metal = 0; |
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| 329 | $planet_resource_looted = array(); |
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| 330 | $planet_resource_total = is_array($planet_resource_list) ? array_sum($planet_resource_list) : 0; |
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| 331 | if ($planet_resource_total && ($total_capacity = array_sum($outcome[UBE_ATTACKERS][UBE_CAPACITY]))) { |
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| 332 | // Можно вывести только половину ресурсов, но не больше, чем общая вместимость флотов атакующих |
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| 333 | $planet_lootable = min($planet_resource_total / 2, $total_capacity); |
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| 334 | // Вычисляем процент вывоза. Каждого ресурса будет вывезено в одинаковых пропорциях |
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| 335 | $planet_lootable_percent = $planet_lootable / $planet_resource_total; |
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| 336 | |||
| 337 | // Вычисляем какой процент общей емкости трюмов атакующих будет задействован |
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| 338 | $total_lootable = min($planet_lootable, $total_capacity); |
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| 339 | |||
| 340 | // Вычисляем сколько ресурсов вывезено |
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| 341 | foreach ($outcome[UBE_ATTACKERS][UBE_CAPACITY] as $fleet_id => $fleet_capacity) { |
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| 342 | $looted_in_metal = 0; |
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| 343 | $fleet_loot_data = array(); |
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| 344 | foreach ($planet_resource_list as $resource_id => $resource_amount) { |
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| 345 | // TODO Восстанавливаем ошибку округления - придумать нормальный алгоритм - вроде round() должно быть достаточно. Проверить |
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| 346 | $fleet_lootable_percent = $fleet_capacity / $total_capacity; |
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| 347 | $looted = round($resource_amount * $planet_lootable_percent * $fleet_lootable_percent); |
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| 348 | $fleet_loot_data[$resource_id] = -$looted; |
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| 349 | $planet_resource_looted[$resource_id] += $looted; |
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| 350 | $looted_in_metal -= $looted * $exchange[$resource_id]; |
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| 351 | } |
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| 352 | $outcome[UBE_FLEETS][$fleet_id][UBE_RESOURCES_LOOTED] = $fleet_loot_data; |
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| 353 | $outcome[UBE_FLEETS][$fleet_id][UBE_RESOURCES_LOST_IN_METAL][RES_METAL] += $looted_in_metal; |
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| 354 | $planet_looted_in_metal += $looted_in_metal; |
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| 355 | } |
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| 356 | } |
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| 357 | |||
| 358 | $outcome[UBE_FLEETS][0][UBE_RESOURCES_LOST_IN_METAL][RES_METAL] -= $planet_looted_in_metal; |
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| 359 | $outcome[UBE_FLEETS][0][UBE_RESOURCES_LOOTED] = $planet_resource_looted; |
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| 360 | } |
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| 361 | |||
| 362 | |||
| 363 | // ------------------------------------------------------------------------------------------------ |
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| 364 | // Анализирует результаты раунда и генерирует данные для следующего раунда |
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| 365 | protected function sn_ube_combat_round_analyze(&$combat_data, $round) { |
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| 366 | $round_data = &$combat_data[UBE_ROUNDS][$round]; |
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| 367 | $round_data[UBE_OUTCOME] = UBE_COMBAT_RESULT_DRAW; |
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| 368 | |||
| 369 | $outcome = array(); |
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| 370 | $next_round_fleet = array(); |
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| 371 | foreach ($round_data[UBE_FLEETS] as $fleet_id => &$fleet_data) { |
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| 372 | if (array_sum($fleet_data[UBE_COUNT]) <= 0) { |
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| 373 | continue; |
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| 374 | } |
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| 375 | |||
| 376 | foreach ($fleet_data[UBE_COUNT] as $unit_id => $unit_count) { |
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| 377 | if ($unit_count <= 0) { |
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| 378 | continue; |
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| 379 | } |
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| 380 | $next_round_fleet[$fleet_id][UBE_COUNT][$unit_id] = $unit_count; |
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| 381 | $next_round_fleet[$fleet_id][UBE_ARMOR][$unit_id] = $fleet_data[UBE_ARMOR][$unit_id]; |
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| 382 | $next_round_fleet[$fleet_id][UBE_ARMOR_REST][$unit_id] = $fleet_data[UBE_ARMOR_REST][$unit_id]; |
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| 383 | $outcome[$fleet_data[UBE_FLEET_INFO][UBE_FLEET_TYPE]] = 1; |
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| 384 | } |
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| 385 | } |
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| 386 | |||
| 387 | // Проверяем - если кого-то не осталось или не осталось обоих - заканчиваем цикл |
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| 388 | if (count($outcome) == 0 || $round == 10) { |
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| 389 | $round_data[UBE_OUTCOME] = UBE_COMBAT_RESULT_DRAW_END; |
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| 390 | } elseif (count($outcome) == 1) { |
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| 391 | $round_data[UBE_OUTCOME] = isset($outcome[UBE_ATTACKERS]) ? UBE_COMBAT_RESULT_WIN : UBE_COMBAT_RESULT_LOSS; |
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| 392 | } elseif (count($outcome) == 2) { |
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| 393 | if ($round < 10) { |
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| 394 | $combat_data[UBE_ROUNDS][$round + 1][UBE_FLEETS] = $next_round_fleet; |
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| 395 | } |
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| 396 | } |
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| 397 | |||
| 398 | return ($round_data[UBE_OUTCOME]); |
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| 399 | } |
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| 400 | |||
| 401 | |||
| 402 | // ------------------------------------------------------------------------------------------------ |
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| 403 | // Рассчитывает результат столкновения флотов ака раунд |
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| 404 | protected function sn_ube_combat_round_crossfire_fleet(&$combat_data, $round) { |
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| 405 | if (BE_DEBUG === true) { |
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| 406 | // sn_ube_combat_helper_round_header($round); |
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| 407 | } |
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| 408 | |||
| 409 | $round_data = &$combat_data[UBE_ROUNDS][$round]; |
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| 410 | // Проводим бой. Сталкиваем каждый корабль атакующего с каждым кораблем атакуемого |
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| 411 | foreach ($round_data[UBE_ATTACKERS][UBE_ATTACK] as $attack_fleet_id => $temp) { |
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| 412 | $attack_fleet_data = &$round_data[UBE_FLEETS][$attack_fleet_id]; |
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| 413 | foreach ($round_data[UBE_DEFENDERS][UBE_ATTACK] as $defend_fleet_id => $temp2) { |
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| 414 | $defend_fleet_data = &$round_data[UBE_FLEETS][$defend_fleet_id]; |
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| 415 | |||
| 416 | foreach ($attack_fleet_data[UBE_COUNT] as $attack_unit_id => $attack_unit_count) { |
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| 417 | // if($attack_unit_count <= 0) continue; // TODO: Это пока нельзя включать - вот если будут "боевые порядки юнитов..." |
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| 418 | foreach ($defend_fleet_data[UBE_COUNT] as $defend_unit_id => $defend_unit_count) { |
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| 419 | $this->sn_ube_combat_round_crossfire_unit2($attack_fleet_data, $defend_fleet_data, $attack_unit_id, $defend_unit_id, $combat_data[UBE_OPTIONS]); |
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| 420 | $this->sn_ube_combat_round_crossfire_unit2($defend_fleet_data, $attack_fleet_data, $defend_unit_id, $attack_unit_id, $combat_data[UBE_OPTIONS]); |
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| 421 | } |
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| 422 | } |
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| 423 | } |
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| 424 | } |
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| 425 | |||
| 426 | if (BE_DEBUG === true) { |
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| 427 | // sn_ube_combat_helper_round_footer(); |
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| 428 | } |
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| 429 | } |
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| 430 | |||
| 431 | |||
| 432 | // ------------------------------------------------------------------------------------------------ |
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| 433 | // Рассчитывает результат столкновения двух юнитов ака ход |
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| 434 | protected function sn_ube_combat_round_crossfire_unit2(&$attack_fleet_data, &$defend_fleet_data, $attack_unit_id, $defend_unit_id, &$combat_options) { |
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| 435 | if ($defend_fleet_data[UBE_COUNT][$defend_unit_id] <= 0) { |
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| 436 | return; |
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| 437 | } |
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| 438 | |||
| 439 | // Вычисляем прямой дамадж от атакующего юнита с учетом размера атакуемого |
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| 440 | $direct_damage = floor($attack_fleet_data[UBE_ATTACK][$attack_unit_id] * $defend_fleet_data[UBE_DAMAGE_PERCENT][$defend_unit_id]); |
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| 441 | |||
| 442 | // Применяем амплифай, если есть |
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| 443 | $amplify = $attack_fleet_data[UBE_FLEET_INFO][UBE_AMPLIFY][$attack_unit_id][$defend_unit_id]; |
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| 444 | $amplify = $amplify ? $amplify : 1; |
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| 445 | $amplified_damage = floor($direct_damage * $amplify); |
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| 446 | |||
| 447 | // Проверяем - не взорвался ли текущий раненный юнит |
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| 448 | $this->sn_ube_combat_round_crossfire_unit_damage_current($defend_fleet_data, $defend_unit_id, $amplified_damage, $units_lost, $units_boomed, $combat_options); |
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| 449 | |||
| 450 | $defend_unit_base_defence = $defend_fleet_data[UBE_SHIELD_BASE][$defend_unit_id] + $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id]; |
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| 451 | |||
| 452 | // todo Добавить взрывы от полуповрежденных юнитов - т.е. заранее вычислить из убитых юнитов еще количество убитых умножить на вероятность от структуры |
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| 453 | |||
| 454 | // Вычисляем, сколько юнитов взорвалось полностью |
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| 455 | $units_lost_full = floor($amplified_damage / $defend_unit_base_defence); |
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| 456 | // Уменьшаем дамадж на ту же сумму |
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| 457 | $amplified_damage -= $units_lost_full * $defend_unit_base_defence; |
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| 458 | // Вычисляем, сколько юнитов осталось |
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| 459 | $defend_fleet_data[UBE_COUNT][$defend_unit_id] = max(0, $defend_fleet_data[UBE_COUNT][$defend_unit_id] - $units_lost_full); |
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| 460 | // Уменьшаем броню подразделения на броню потерянных юнитов |
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| 461 | $defend_fleet_data[UBE_ARMOR][$defend_unit_id] -= $units_lost_full * $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id]; |
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| 462 | $defend_fleet_data[UBE_SHIELD][$defend_unit_id] -= $units_lost_full * $defend_fleet_data[UBE_SHIELD_BASE][$defend_unit_id]; |
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| 463 | |||
| 464 | // Проверяем - не взорвался ли текущий юнит |
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| 465 | $this->sn_ube_combat_round_crossfire_unit_damage_current($defend_fleet_data, $defend_unit_id, $amplified_damage, $units_lost, $units_boomed, $combat_options); |
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| 466 | } |
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| 467 | |||
| 468 | /** |
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| 469 | * @param $defend_fleet_data |
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| 470 | * @param $defend_unit_id |
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| 471 | * @param $amplified_damage |
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| 472 | * @param $units_lost |
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| 473 | * @param $units_boomed |
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| 474 | * @param $combat_options |
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| 475 | * |
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| 476 | * @return bool |
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| 477 | */ |
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| 478 | protected function sn_ube_combat_round_crossfire_unit_damage_current(&$defend_fleet_data, $defend_unit_id, &$amplified_damage, &$units_lost, &$units_boomed, &$combat_options) { |
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| 479 | $unit_is_lost = false; |
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| 480 | |||
| 481 | $units_boomed = $units_boomed ? $units_boomed : 0; |
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| 482 | $units_lost = $units_lost ? $units_lost : 0; |
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| 483 | |||
| 484 | if ($defend_fleet_data[UBE_COUNT][$defend_unit_id] > 0 && $amplified_damage) { |
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| 485 | $damage_to_shield = min($amplified_damage, $defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id]); |
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| 486 | $amplified_damage -= $damage_to_shield; |
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| 487 | $defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id] -= $damage_to_shield; |
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| 488 | |||
| 489 | $damage_to_armor = min($amplified_damage, $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id]); |
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| 490 | $amplified_damage -= $damage_to_armor; |
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| 491 | $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] -= $damage_to_armor; |
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| 492 | |||
| 493 | // Если брони не осталось - юнит потерян |
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| 494 | if ($defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] <= 0) { |
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| 495 | $unit_is_lost = true; |
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| 496 | } elseif ($defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id] <= 0) { |
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| 497 | // Если броня осталось, но не осталось щитов - прошел дамадж по броне и надо проверить - не взорвался ли корабль |
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| 498 | $last_unit_hp = $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id]; |
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| 499 | $last_unit_percent = $last_unit_hp / $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id] * 100; |
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| 500 | |||
| 501 | $random = $combat_options[UBE_SIMULATOR_STATIC] ? static::HP_DESTRUCTION_LIMIT_PERCENT / 2 : mt_rand(0, 100); |
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| 502 | if ($last_unit_percent <= static::HP_DESTRUCTION_LIMIT_PERCENT && $last_unit_percent <= $random) { |
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| 503 | $unit_is_lost = true; |
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| 504 | $units_boomed++; |
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| 505 | $damage_to_armor += $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id]; |
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| 506 | $defend_fleet_data[UBE_UNITS_BOOM][$defend_unit_id]++; |
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| 507 | $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] = 0; |
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| 508 | } |
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| 509 | } |
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| 510 | |||
| 511 | $defend_fleet_data[UBE_ARMOR][$defend_unit_id] -= $damage_to_armor; |
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| 512 | $defend_fleet_data[UBE_SHIELD][$defend_unit_id] -= $damage_to_shield; |
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| 513 | |||
| 514 | if ($unit_is_lost) { |
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| 515 | $units_lost++; |
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| 516 | $defend_fleet_data[UBE_COUNT][$defend_unit_id]--; |
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| 517 | if ($defend_fleet_data[UBE_COUNT][$defend_unit_id]) { |
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| 518 | $defend_fleet_data[UBE_ARMOR_REST][$defend_unit_id] = $defend_fleet_data[UBE_ARMOR_BASE][$defend_unit_id]; |
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| 519 | $defend_fleet_data[UBE_SHIELD_REST][$defend_unit_id] = $defend_fleet_data[UBE_SHIELD_BASE][$defend_unit_id]; |
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| 520 | } |
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| 521 | } |
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| 522 | } |
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| 523 | |||
| 524 | return $unit_is_lost; |
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| 525 | } |
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| 526 | |||
| 527 | /** |
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| 528 | * @param $unit_count |
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| 529 | * @param $units_left |
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| 530 | * @param $isSimulator |
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| 531 | * |
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| 532 | * @return int |
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| 533 | */ |
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| 534 | protected function defenceGiveBack($unit_count, $units_left, $isSimulator) { |
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| 535 | $units_lost = $unit_count - $units_left; |
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| 536 | if ($isSimulator) { |
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| 537 | // for simulation just return 75% of loss |
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| 538 | $units_giveback = round($units_lost * static::DEFENSE_GIVEBACK_PERCENT / 100); |
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| 539 | } else { |
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| 540 | if ($unit_count > 10) { |
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| 541 | // if there were more then 10 defense elements - mass-calculating giveback |
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| 542 | |||
| 543 | // Calculating random part of return - it would be a decimal |
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| 544 | $random = mt_rand(static::DEFENSE_GIVEBACK_MIN_PERCENT * 1000, static::DEFENSE_GIVEBACK_MAX_PERCENT * 1000) / (100 * 1000); // Trick to get random with high precision |
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| 545 | // Limiting max return to 100% - in case if we messed with min/max chance and/or giveback |
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| 546 | $random = min($random * static::DEFENSE_GIVEBACK_PERCENT, 100); |
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| 547 | $units_giveback = round($units_lost * $random / 100); |
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| 548 | } else { |
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| 549 | // if there were less then 10 defense elements - calculating giveback per element |
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| 550 | $units_giveback = 0; |
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| 551 | for ($i = 1; $i <= $units_lost; $i++) { |
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| 552 | if (mt_rand(1, 100) <= static::DEFENSE_GIVEBACK_PERCENT) { |
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| 553 | $units_giveback++; |
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| 554 | } |
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| 555 | } |
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| 556 | } |
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| 557 | } |
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| 558 | |||
| 559 | return $units_giveback; |
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| 560 | } |
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| 561 | |||
| 562 | } |
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| 563 |